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sirpercival
2012-09-13, 07:45 PM
Designer's Note:As requested by littha here (http://www.minmaxboards.com/index.php?topic=7133.0). The class itself is mostly finished, though I'm still adding material in terms of forgings, feats, and items.

This was the original request:


What I want is a base class that specialises in buffing allies and general battlefield control, however to fit with what I want to do it needs to have:
1. Heavy armor (for aesthetics)
2. Hopefully an interesting mechanic for use, not the endlessly used Psionics/Spellcasting/Maneuvers systems. Invocations maybe but I would rather use something relatively unique.
3. Able to cast without moving
4. BFC should revolve around energy cages, push and pull abilities and gravity distortion. Same with buffs.
5. No real use for weapons, maybe unarmed strike but probably not hitting people with a sword all that much.
6. Ranged attacks should rely on flinging objects with gravity rather than fireballs/lightning bolts/eldrich blast.


ÆTHERFORGE

"The æther around us is a weapon, one that I will use against you."

-Hargrove Wynne, ætherforge

An ætherforge wields æther, the energy surrounding and suffusing all of creation, created when the Universe exploded into being.

MAKING AN ÆTHERFORGE
An ætherforge is primarily a support character, buffing his allies and controlling the battlefield.
Abilities: Wis > Con > Int = Dex > Str = Cha
Races: Humans and gnomes are most likely to be ætherforges, simply because they are the most likely to try new things.
Alignment: Any.
Starting Gold: As sorcerer
Starting Age: As sorcerer

Class Skills
The Ætherforge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Æther|Forgings
1 | +0| +2 | +0| +2 | Æther forging| 3 | 3
2 | +1| +3 | +0| +3 | Æthereal view| 5 | 4
3 | +1| +3 | +1| +3 | Bonus metaforge feat| 7 | 5
4 | +2| +4 | +1| +4 | Æthereal essence| 8 | 6
5 | +2| +4 | +1| +4 | Æthereal transformation | 10 | 7
6 | +3| +5 | +2| +5 | Forged body | 12 | 8
7 | +3| +5 | +2| +5 | Bonus metaforge feat | 13 | 9
8 | +4| +6 | +2| +6 | Æthereal presence| 15 | 10
9 | +4| +6 | +3| +6 | Improved æthereal transformation | 17 | 11
10| +5| +7 | +3| +7 | Æthereal awareness| 18 | 12
11| +5| +7 | +3| +7 | Bonus metaforge feat| 20 | 13
12| +6/+1| +8 | +4| +8 | Improved forged body| 22 | 14
13| +6/+1| +8 | +4| +8 | Greater æthereal transformation | 23 | 15
14| +7/+2| +9 | +4| +9 | Æthereal sustenance | 25 | 16
15| +7/+2| +9 | +5| +9 | Bonus metaforge feat | 27 | 17
16| +8/+3| +10| +5| +10| Improved æthereal awareness| 28 | 18
17| +8/+3| +10| +5| +10| Immaculate forging| 30 | 19
18| +9/+4| +11| +6| +11| Greater forged body| 32 | 20
19| +9/+4| +11| +6| +11| Bonus metaforge feat | 33 | 21
20| +10/+5| +12| +6| +12| Æthereal being| 35 | 22[/table]

Weapon and Armor Proficiencies: An ætherforge is proficient with simple weapons, all non-exotic armor, and shields (but not tower shields).

Æther forging (Su): An ætherforge draws in æther from the field of energy permeating the Universe and shapes it into magical effects called forgings. Forging æther requires a standard action which provokes attacks of opportunity. At the beginning of each day, an ætherforge draws in 1 or more units of æther into his æther pool, as shown on the table above; he can then bind the æther into forgings of various duration. Units of æther remain bound to whatever forging they were used for, and return to the pool 1 round after the effect expires, available at that point to be used again. The ætherforge can unforge an effect with a non-instantaneous duration as a move action, ending the forging prematurely and returning the newly-freed æther to his pool 1 round later.

An ætherforge's facility with æther is represented by his Forger level, which is equal to his levels in this class. The power of a particular forging is determined by how many units of æther the ætherforge uses to forge it; he may bind a maximum number of units of æther equal to half his Forger level to any given effect. The ætherforge begins by knowing 3 forgings of his choice from the list below; he learns additional forgings as he increases in experience, as shown on the table above. The save DC of any forging which requires a save is 10 + 1/2 forger level + the forger's Wisdom modifier. As supernatural abilities, forgings are not subject to spell resistance.

Æthereal view (Ex): Beginning at 2nd level, an ætherforge becomes attuned to eddies in the æther even when there is no light source. He gains darkvision out to a range of 60 feet.

Bonus metaforge feat: An ætherforge gains a bonus metaforge feat at 3rd level, and again at every 4 levels after.

Æthereal essence (Su): At 4th level, an ætherforge's body begins to undergo physical changes, as he learns to use æther to maintain his own bodily processes. The ætherforge gains fast healing equal to one third the number of æther units remaining in his pool (and not bound to a forging) at any given time.

Æthereal transformation (Ex): Upon reaching 5th level, more changes have affected the ætherforge's physiology, as he begins to replace portions of his anatomy with pure æther. He becomes immune to poison and sleep effects.

Forged body (Ex): Starting at 6th level, the ætherforge's body continues to transform. He has a 25% chance to negate critical hits and precision damage.

Æthereal presence (Su): At 8th level, an ætherforge's force of will surrounds him with a constant swirl of æther. He gains a deflection bonus to armor class equal to his Wisdom modifier at all times.

Improved æthereal transformation (Ex): Upon reaching 9th level, more changes are wrought on the ætherforge's body. He becomes immune to paralysis.

Æthereal awareness (Ex): Starting at 10th level, an ætherforge becomes even more closely attuned to eddies in the æther which alert him to the presence and movement of creatures around him. He becomes immune to flanking, and gains blindsense at a range of 5 feet times his Wisdom modifier.

Improved forged body (Ex): Upon reaching 12th level, even more of an ætherforge's body has been replaced by pure æther. His chance to negate critical hits and precision damage increases to 50%.

Greater æthereal transformation (Ex): Beginning at 13th level, an ætherforge's physiology has changed sufficiently that he becomes immune to stunning.

Æthereal sustenance (Ex): An ætherforge of 14th level or higher has learned to draw more of the energy his body needs directly from the æther. He no longer needs to drink or eat, and gains the benefit of 8 hours of sleep from only 1 actual hour. However, time spent in a dead magic zone or antimagic field counts as time without food or water, as these environments suppress the æther he requires.

Improved æthereal awareness (Ex): Starting at 16th level, an ætherforge's blindsense improves to blindsight at the same distance.

Immaculate forging (Su): Beginning at 17th level, an ætherforge can, in an emergency, produce forgings with less æther than would normally be possible. Once per day, the ætherforge can activate this ability as a free action; when he does so, for a number of rounds equal to his Wisdom modifier, every unit æther he binds to a forging counts double (though he is still limited by the normal maximum amount of æther he can bind to a single forging). For example, the ætherforge could bind 8 units of æther to a forging, but remove only 4 units from his pool.

Greater forged body (Ex): The body of an ætherforge of 18th level or higher is nearly completely made of pure æther. His chance of negating critical hits and precision damage increases to 75%.

Æthereal being (Ex): Upon reaching 20th level, an ætherforge becomes a being made entirely of pure æther. He gains the Elemental (Augmented) type, though he is treated as having his original type whenever it would be beneficial to him. Unlike other elementals, the ætherforge can still be raised or resurrected as normal.

In addition, the ætherforge is naturally invisible, though he can suppress or resume this invisibility as a swift action. This invisibility cannot be dispelled and functions in an antimagic field, but a creature under the effect of true seeing can see the ætherforge as normal.

sirpercival
2012-09-13, 07:46 PM
FORGINGS

Minimum 1 æther:
Æther Barrier - Grant bonus to saves.
Ætherbeast - Form a construct out of æther to attack your enemies.
Æther Diffusion - Grant bonus to base speed.
Æthereal Fortification - Grant temporary hit points.
Ætherfire Aura - Your target's attacks deal extra force damage.
Æther Probe - Identify magical auras and effects.
Æther Push - Bull rush an opponent.
Æther Reinforcement - Grant enhancement bonus to armor.
Æther Shard - Hurl a shard of æther to damage opponent.
Weapon of Æther - Create æther weapon which attacks your opponent.

Minimum 2 æther:
Æther Ablation - Opponents dispel this forging instead of others.
Æther Cap - Form a shield of æther around your head to grant a bonus to saves vs mind-affecting effects.
Æther Contraction - Increase the gravity in an area, hampering attacks and movement.
Æthereal Advantage - Your allies gain luck bonuses and your opponents suffer luck penalties.
Æther Fog - Create a cloud of fog, decreasing visibility and granting concealment.
Æther Fortress - Fold æther into an extradimensional space that you and others can hide in.
Æther Inflation - Increase your target's size.
Æther Launch - Fling objects or creatures.
Essence of Æther - Grant a +4 bonus to one or more ability scores.

Minimum 3 æther:
Æthereal Deflation - Reduce your target's size.
Æther Dissolution - Dispel magical effects in an area.
Æther Flux - Grant subject a miss chance.
Æther Jump - Teleport your target through the æther.
Æther Redirection - Target can change its own gravity, walking on walls and flying.
Æther Revelation - Subject can sense everything in 60 feet.
Æther Spy - Create a magical sensor out of æther to view a distant location.
Æther Tether - Anchor your opponent to the ground.
Wall of Æther - Make a wall which blocks ranged attacks and flying creatures' movement.

Minimum 4 æther:
Æther Cache - Access your own personal extradimensional cupboard.
Æther Redirection, Forced - Reverse target's gravity, making them fall upwards.
Æther Retribution - Absorb energy damage and redirect it at attackers.
Æther Static - Make spellcasting difficult in area.
Æther Trap - Trap target in an æther cage.
Mindspike of Æther - Drive æther into your target's brains, disrupting their thoughts.

Minimum 5 æther:
Æther Bubble - Carry yourself and others around in a flying bubble of æther.
Æther Piston - Greatly increase gravity in a narrow cylinder to crush opponents.
Æther Puppet - Form a glove of æther around your target to control their movements.
Æther Shear - Create a curtain of æther which damages creatures that pass through it.

Minimum 6 æther:
Æther Passage - Create a tunnel of æther through a barrier.
Æther Pressure - Condense a cloud of æther to impeded movement and damage creatures in the area.
Æther Recall - Unforge to teleport to place where it was forged.
Æther Stasis - Encase a creature or object in a stasis field of æther.
Æther Storm - Inflict negative levels in an area.

Minimum 7 æther:
Æther Implosion - Cause a creature to implode.
Chains of Æther - Create æthereal chains which grapple creatures.
Infuse Æther - Use æther to produce magical effects in an antimagic field.

Minimum 8 æther:
Æther Acceleration - Grant the target 1 round of accelerated time.
Æther Rip - Remove æther from your target to your pool, damaging target in the process.
Æther Spiral - Dispel magical effects to gain temporary æther.

Minimum 9 æther:
Ætherblade - A gigantic blade of æther slices through opponents in a line.
Æther Vacuum - Rip open a vortex in the æther; creatures sucked in are trapped in a bewildering maze.


Descriptions, part 1:

Æther Ablation
Minimum æther: 2
Range: Personal
Target: You
Duration: 1 hour/level
Save: None
You construct a shield of æther around yourself to catch antimagic. Whenever a spell or other effect attempts to dispel one of your forgings, it dispels this forging instead. If the spell or effect is 2nd level equivalent or lower, it must make a dispel check; otherwise, this forging is dispelled automatically, with no check. For each additional unit of æther bound to this forging, increase the level of spell or effect which must make a dispel check by 1.

Æther Acceleration
Minimum æther: 8
Range: Touch
Target: One touched creature
Duration: Instantaneous
Save: None
You accelerate the æther around the target creature, speeding them up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. The affected creature is free to act for 1 round of apparent time. It can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.

While the æther acceleration is in effect, other creatures are invulnerable to the subject's attacks and abilities. This means the subject cannot target a creature with any attack or ability. However, any of the subject's abilities that affect an area and have a duration longer than the remaining time granted by the æther acceleration has its normal effect on creatures in the area once the granted time ends. The subject can affect unattended objects, but not objects held, carried, or worn by other creatures. The subject is undetectable by any means while the æther acceleration lasts. When the extra time granted by the æther acceleration expires, the normal time-flow resumes during your current turn. The subject is shaken for 1 round upon its return to the standard time frame.

You do not regain the æther bound to this forging until 1 round of real time (not the extra time granted by this forging) has passed. Each additional unit of æther bound to this forging increases the granted time by 1 round.

Æther Barrier
Minimum æther: 1
Range: Touch
Target: One touched creature
Duration: 1 hour/level
Save: None
Æther congeals into a soft coating surrounding your target, granting them some protection from harm. The subject gains a +1 resistance bonus to saves. Each additional unit of æther bound to this forging increases the resistance bonus by +1.

Ætherbeast
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Effect: One created ætherbeast
Duration: 1 round/level
Save: None
You coalesce æther to form an ætherbeast, a translucent construct which attacks your enemies. Treat an ætherbeast as a 1st-level astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). For every additional æther you bind to this forging, increase the level of the ætherbeast by 1.

Ætherblade
Minimum æther: 9
Range: Long (400 feet + 40 ft/level)
Area: See text
Duration: Instantaneous
Save: Reflex partial; see text
This forging creates an enormous blade of æther in the heavens, which falls from high in the air to the ground, slicing through everything in its path. The blade affects every creature in a 40-foot line perpendicular to you, beginning 300 feet in the air and stretching down to the ground. All creatures within the area must make a Reflex save or immediately be reduced to -9 hp as they are sliced in half; this even affects incorporeal creatures and creatures without a discernible anatomy. Creatures who make their saves take 1d8 force damage per forger level. For each additional unit of æther bound to this forging, increase the length of the line by 10 feet and increase the DC by +1.

Æther Bubble
Minimum æther: 5
Range: Personal
Area: 20-foot-radius sphere centered on you
Duration: 10 minutes/level
Save: Reflex negates; see text
You draw æther around you in a bubble which lifts you and creatures around you off the ground. You can direct the bubble as a free action each round, and it flies at a speed of 60 feet per round with perfect maneuverability, carrying along any creatures within the area of effect. When the bubble forms, or when it moves each round, any creature within the area of effect (except you) may make a Reflex save to escape the bubble. Creatures only partially within the radius (such as creatures large enough that they don't fit entirely inside) receive a +5 bonus to the Reflex save. However, if a creature succeeds on its save and exits the bubble while it is in the air, the creature falls, suffering falling damage as normal. If the bubble is in the air when the forging ends, you fall, suffering falling damage as normal. The bubble offers no protection to the creatures inside, and attacks, spells, forgings, etc. can be made across the interface at no penalty. Every additional unit of æther bound to this forging increases the radius of the bubble by 5 feet and the bubble's flight speed by 20 feet.

Æther Cache
Minimum æther: 4
Range: 0 feet
Effect: 3' square extradimensional window
Duration: 1 round/level
Save: None
You move aside the æther in front of you, opening a window into your æther cache, an extradimensional cupboard which you can access from anywhere using this forging. While the window is open, you can move objects in and out as normal. The cache holds up to 500 lbs or 100 cubic feet of objects; any excess weight or volume simply does not fit. Any objects to be placed into or out of the cache must fit through the window. Living creatures cannot be placed in the cache.

Once you close the window, the cache exists for 24 hours. As long as you access it again within that time frame, any objects you place inside remain. However, if you allow 24 hours to pass without accessing the cache, it dissipates, and the contents are sent to a random location on the Astral Plane. If you forge Æther Cache when the previous cache has dissipated, a new one simply forms, empty.

For each additional unit of æther you bind to this forging, increase the size of the window by 1' in each dimension, and double the length of time the cache exists after you access it (for example, for 6 units of æther, the window is a 5' square, and the cache lasts for 4 days before you must access it again).

Æther Cap
Minimum æther: 2
Range: Personal
Target: You
Duration: 10 minutes/level
Save: None
A thin layer of invisible æther covers your scalp, protecting your mind from unwanted intrusion. You gain a +3 bonus on saves vs mind-affecting effects. Each additional unit of æther bound this forging increases the bonus by +2.

Æther Contraction
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Area: 5 ft/level radius cylinder, 40 feet high
Duration: 1 round/level
Save: Fortitude negates
By contracting the æther in an area, you increase the gravity to an uncomfortable level, making it difficult to move. Any creatures within the area of affect must make a Fortitude save or be slowed, as the spell. A creature that leaves and reenters the area must make a new save. Each additional æther you bind to this forging increases the save DC by +1.

Æther Diffusion
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
By diffusing the æther in a cloud surrounding your target, you decrease gravity for that target, allowing it to move at much greater speed. The target increases its base speed by 30 feet (granting a +12 bonus to Jump checks due to the increased speed), and always counts as having a running start for Jump checks. For every additional unit of æther you bind to this forging, the speed bonus increases by +10 feet.

Æther Dissolution
Minimum æther: 3
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot radius burst
Duration: Instantaneous
Save: None
You flood an area with æther, disrupting magical effects within it. This ends ongoing spells within the area of effect, including those that have been cast on creatures or objects. A dispelled spell ends as if its duration had expired; however, some spells, as detailed in their descriptions, can’t be dispelled. This forging can dispel forgings and spell-like effects just as it does spells. To dispel a spell, forging, or other effect, you make a dispel check (1d20 + your forger level, maximum +10) against the spell or effect. The DC for this dispel check is 11 + the effect's caster or forger level. Magic items are not affected by this forging.

For each creature within the area that is the subject of one or more spells or other effects, you make a dispel check against the spell or effect with the highest caster or forger level. If that check fails, you make dispel checks against progressively weaker spells and effects until you dispel one spell or effect (which discharges this forging so far as that target is concerned) or until you fail all your checks. For each object within the area that is the target of one or more spells or effects, you make dispel checks as with creatures.

For each ongoing area or effect spell or forging whose point of origin is within the area of this forging, you can make a dispel check to dispel the spell or forging. For each ongoing spell or forging whose area overlaps that of this forging, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell or effect (such as an ætherbeast) is in the area, you can make a dispel check to end the spell or effect that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any forgings that you forged, returning the æther to your pool one round later. Every additional unit of æther bound to this forging increases the maximum forger level you can apply to dispel checks by 3.

Æthereal Advantage
Minimum æther: 2
Range: 30 feet
Area: All creatures within a 30-foot burst centered on you
Duration: 1 minute/level
Save: None
You harness the random swirls of æther around you to your advantage. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. For every 2 additional units of æther bound to this forging, increase the bonus by +1 and the penalty by -1.

Æthereal Deflation
Minimum æther: 3
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature
Duration: 1 minute/level
Save: Fortitude negates
By removing a stream of æther from a creature, you cause it to shrink, dividing its height, length, and width by 4 and dividing its weight by 16. This decrease reduces the creature’s size by two categories. The target gains a +4 size bonus to Dexterity and a –4 size penalty to Strength (to a minimum of 1). The creature's natural reach and size bonus to AC and attack rolls change as per this table (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). This forging does not change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the forging. Melee and projectile weapons deal less damage (see Table 2–3 in the Dungeon Master’s Guide); other magical properties are not affected by this forging. Any deflated item that leaves the deflated creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

For every 2 additional units of æther bound to this forging, you decrease the target's size by an additional category. This grants an additional +2 Dexterity, -4 Strength, -1 natural armor bonus, and the normal adjustments to attack rolls and AC from decreased size.

Æther Flux
Minimum æther: 3
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 10 minutes/level
Save: Will negates (harmless)
You swirl the æther surrounding your target, causing ripples which distort the subject's true position. This distortion grants the subject a 10% miss chance per unit of æther bound to this forging. A see invisibility spell does not counteract the effect, but a true seeing spell does. Opponents that cannot see the subject ignore this forging's effect (though fighting an unseen opponent carries penalties of its own).

Æthereal Fortification
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
You bolster the target's natural fortitude with a healthy dose of æther. The target gains a number of temporary hp equal to the number of units of æther bound to this forging times your forger level, which last for the duration of the forging or until used up. Once the temporary hp have been used up, this forging unforges automatically, returning the æther to your pool one round later.

Æthereal Inflation
Minimum æther: 2
Range: Touch
Target: One creature
Duration: 10 minutes/level
Save: Fortitude negates
You inflate the æther within your target's body, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength and a -2 size penalty to Dexterity (to a minimum of 1). The creature's natural reach and size bonus to AC and attack rolls change as per this table (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). This forging does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it — the forging cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the forging. Melee and projectile weapons affected by this forging deal more damage. Other magical properties are not affected by this forging. Any inflated item that leaves an inflated creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.

For every 2 additional units of æther bound to this forging, increase the target's size by an additional category. This grants an additional +4 Strength, -2 Dexterity, +2 Constitution, +1 natural armor bonus, and the normal adjustments to attack rolls and AC from increased size.

Ætherfire Aura
Minimum æther: 1
Range: Touch
Target: One touched creature
Duration: 1 minute/level
Save: None
Your target is wreathed in nearly invisible flames of rippling æther. Any attacks your target makes for the duration of the forging deal +1d4 force damage. Each additional unit of æther bound to this forging increases the bonus damage by +2d4.

Æther Fog
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Area: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Save: None
You exert your will and cause a region of normally invisible æther to become visible, producing a soft white mist which reduces visibility. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Every additional unit of æther bound to this forging increases the radius and height of the fog by 20 feet.

Æther Fortress
Minimum æther: 2
Range: Close (25 feet + 5 ft/2 levels)
Effect: One extradimensional space
Duration: 1 hour/level
Save: None
You fold yourself into a large pocket into the æther, creating an extradimensional space that you and others can enter. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. You can fit up to 6 Medium or smaller creatures, 2 Large creatures, or 1 Huge creature inside. Spells, forgings, or similar effects cannot be produced across the extradimensional interface unless they work across planes; nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window, in the space where you created the fortress entrance. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the forging ends. (Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.) For every additional unit of æther you bind to this forging, the number of creatures the space can hold doubles.

Æther Implosion
Minimum æther: 7
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: Fortitude negates
You contract the æther suffusing your target's body, causing it to implode. If your target fails the Fortitude save, it dies immediately. For every additional unit of æther you bind to this forging, you may affect an additional target within range.

Æther Jump
Minimum æther: 3
Range: Medium (100 feet + 10 ft/level)
Target: One willing creature touched
Duration: Instantaneous
Save: None
You transform your target into a stream of invisible æther, and they reappear in a different location. This forging instantly teleports the touched creature to any point within range. The target arrives at exactly the spot you desire — you may either visualize the area, or stated a direction and distance (e.g., “900 feet straight downward,” or “upward to the northwest, 45-degree angle, 1,200 feet”). The target can bring along objects as long as their weight doesn’t exceed the target's maximum load. If the target arrives in a place that is already occupied by a solid body, it takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the forging simply fails. Each additional unit of æther bound to this forging doubles the range the touched creature can teleport.

Æther Launch
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Target: One or more objects or creatures with a total weight of 100 lb. or less
Duration: Instantaneous
Save: Reflex negates or Reflex negates (object); see text
You send a swirl of æther to pick up and hurl one or more objects or creatures, sending them in a deadly hail at your foes — or simply by hurling your foe. You can hurl one object or creature per forger level (maximum fifteen separate targets), as long as all are within the forging's range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Wisdom modifier to the attack roll instead of your Dexterity modifier.

Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Reflex saves to negate the effect, as are those whose held possessions are targeted by this forging. If you use this forging to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Increase the total weight limit by 50 pounds for every additional unit of æther you bind to this forging.

sirpercival
2012-09-13, 07:47 PM
FORGINGS

Descriptions, part 2:
Æther Passage
Minimum æther: 6
Range: Touch; see text
Effect: 5-foot by 10-foot passage, 1 foot deep per level
Duration: 1 hour/level
Save: None
You create a tunnel of æther through a wall or other barrier. The tunnel is 5 feet wide and 10 feet high, and extends for 1 foot per forger level through the barrier. This tunnel passes through natural materials of all kinds with no difficulty, though it cannot pass through magical effects (such as a wall of force); if the tunnel reaches such an effect before extending to its full depth, it ends at the magical barrier and goes no further. If the wall’s thickness is more than the depth of the passage created, then a single instance of this forging simply makes a niche or short tunnel. Several of these forgings can then form a continuing passage to breach very thick walls. When this forging ends, creatures within the tunnel are ejected out the nearest exit. If someone dispels the forging or you unforge it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one. For every additional unit of æther bound to this effect, the size of the tunnel doubles in all dimensions.

Æther Piston
Minimum æther: 5
Range: Medium (100 ft + 10 ft/level)
Area: 5 foot radius cylinder, 100 feet high
Duration: 1 round
Save: See text
You violently contract the æther in a narrow cylinder, increasing the gravity to a possibly fatal degree. All movement speeds within the area are reduced to 0; creatures caught within the cylinder are denied their Dexterity bonus to AC, and must make a Reflex save to make any attacks. Any creature flying in the area via a natural fly speed instead of by a spell or similar effect is forced to the ground, and takes 1d6 damage for every 10 feet it falls. Creatures within the area must make a Fortitude save or be instantly crushed, taking 1d6 points of damage per level. Each additional æther you bind to this forging increases the radius of the effect by 5 feet.

Æther Pressure
Minimum æther: 6
Range: Long (400 feet + 40 ft/level)
Area: 30 foot radius emanation
Duration: 1 round/level
Save: Fortitude partial; see text
You slowly increase the density of æther in an area, increasing the gravity and causing damage to the creatures inside. All movement speeds within the area are reduced to 5 feet; any creature wearing medium or heavier armor or carrying a medium or heavy load must make a Strength check against the DC of this forging to move. Any creature flying via a natural fly speed instead of by a spell or similar effect is forced to the ground. Creatures within the area must make a Fortitude save or be denied their Dex bonus to AC. All attacks made by creatures within the area suffer a -2 penalty as their weapons are much heavier than expected. In addition, this forging deals bludgeoning damage each round on your turn to creatures within the area of effect, starting at 1d4 on round 1 and increasing by 1d4 every round for the duration. Whenever a creature takes damage from this forging, it may make a Fortitude save for half damage. Creatures who enter the area of effect take damage based on when the forging began, not when they enter (for example, a creature who enters at round 6 will take 6d4 damage that round). For every additional unit of æther you bind to this forging, increase the damage die by 1 step (1d4->1d6->1d8->1d10->1d12->1d20).

Æther Probe
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Area: Cone-shaped burst
Duration: Instantaneous
Save: None or Will negates; see text
You pluck a thread of æther and use the resonance to identify magical effects. You know the location and power of all magical auras within the area of effect. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

In addition, you may choose one aura among those you discover to analyze more fully. If the aura you choose is an active spell effect, you learn the spell, its effect, and its caster level. If instead the aura belongs to a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object beyond the strength (and possibly school) of the aura. An object that makes its save cannot be affected by this forging for 24 hours; you gain no information if you attempt to analyze an artifact. For every additional unit of æther that you bind to this forging, you may analyze one additional aura.

Æther Puppet
Minimum æther: 5
Range: Medium (100 feet + 10 ft/level)
Target: One Medium or smaller creature
Duration: Concentration, up to 1 min./level
Save: Fortitude negates
You form æther into a form-fitting sheathe, which allows you to control the actions of any creature that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but you cannot operate internal anatomy such as the vocal cords or heartbeat. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this forging ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this forging cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus. Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so. Every additional unit of æther you bind to this forging allows you to affect a creature one size category larger.

Æther Push
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: None
You fire a ray of æther directly at your target, forcing it backwards in a burst of invisible energy. Make a bull rush attempt against the creature, using a ranged touch attack to initiate the bull rush (the target cannot make an attack of opportunity against you). Treat the forging as a Medium creature with a Strength modifier equal to your Wisdom modifier, except that the forging can attempt to bull rush creatures of any size. An special bonuses you gain when making bull rush attempts (other than size or Strength bonuses) apply to the opposed Strength check. For each additional unit of æther bound to this forging, treat the æther push as one size category larger.

Æther Recall
Minimum æther: 6
Range: 0 feet; see text
Effect: 5-foot radius circle of æther
Duration: Permanent until discharged
Save: None
You form a small circle of æther on the ground. When you unforge this forging, as long as you are on the same plane and within 10 miles per forger level, you and creatures or objects you touch are instantly teleported to the location of the circle, as the greater teleport spell. If you desire, you may instead unforge this forging normally with no effect. For each additional unit of æther bound to this forging, the maximum range of recall is multiplied by 10.

Æther Redirection
Minimum æther: 3
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
You cause the æther in a cloud surrounding your target to move in different directions, changing the direction of the target's personal gravity. The target can travel on any solid surface as though that surface possessed its own gravity (for example, the subject could walk or even run up a wall as though the wall were a perfectly level floor). The subject can switch "down" as often as he likes during the duration of the forging, though only once per round, as a free action. Unattended objects fall, as normal.

The target of æther redirection can fly by choosing a solid surface and letting himself fall through the air toward it. A creature "flying" in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity. A character falling in this fashion loses all "downward" momentum when he changes his gravity. For each additional unit of æther you bind to this forging, the speed of "flight" increases by 10 feet, and the subject can make one additional change of direction per round as a free action.

Æther Redirection, Forced
Minimum æther: 4
Range: Range (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Save: None; see text
You cause the æther in a cloud surrounding your target to move directly upward, causing the target's personal gravity to reverse direction. The creature falls upward to a height of 5 feet per Forger level, arriving at the full height in 1 round. If some solid object (such as a ceiling) is encountered in this fall, the creature strikes it in the same manner as it would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the forging ends. At the end of the forge duration, the affected creature falls downward.

Provided it has something to hold onto, the target can attempt a Reflex save to secure itself when the forging takes effect. If the target can fly or levitate, it can keep itself from falling. Each additional unit of æther bound to this forging allows it to affect an additional creature within range.

Æther Reinforcement
Minimum æther: 1
Range: Touch
Target: One suit of armor or clothing
Duration: 1 hour/level
Save: None
You create a thin coating of æther around a suit of clothing or armor or a shield, reinforcing the substance and granting a +2 enhancement bonus to the armor bonus (regular clothing has an armor bonus of +0). Each additional unit of æther you bind to this forging increases the enhancement bonus by +1.

Æther Retribution
Minimum æther: 4
Range: Touch
Target: One touched creature
Duration: 10 minutes/level
Save: None
You construct a net of æther around your target, capturing incoming energy and redirecting it at attackers. When you bind æther to this forging, choose one of the following energy types: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the chosen energy type. In addition, whenever the subject resists damage due to this forging, the next creature to successfully deal damage to the subject with a melee attack takes an amount of energy damage of the same type equal to the amount resisted, as long as the attack was made within 1 minute of the original damage. For example, an ætherforge protected from acid damage by this forging suffers 3 attacks in one round, each of which deals 12 acid damage. Each attack is reduced by 10 due to the resistance; the next creature within 1 minute to strike the ætherforge with a melee attack takes 30 acid damage in return (assuming no further acid damage is absorbed by the forging). If no melee attacks have been made against the subject within 1 minute, the captured energy fades away harmlessly. Every additional unit of æther bound to this forging increases the energy resistance by 3.

Æther Revelation
Minimum æther: 3
Range: Touch; see text
Target: One creature
Duration: 10 minutes/level
Save: None
The subject suddenly becomes sensitive to disturbances in the æther, achieving preternatural awareness. The subject can sense everything out to a range of 60 feet, ignoring invisibility, darkness, and concealment, though the subject must have line of effect to a creature or an object to discern it. The target need not make Spot or Listen checks to notice creatures; it can detect and pinpoint all creatures within 60 feet. Each additional unit of æther bound to this forging increases the range of the awareness by 10 feet.

Æther Rip
Minimum æther: 8
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous; see text.
Save: None
You tear æther out of your target, damaging it significantly and increasing your æther pool. Make a ranged touch attack against your target; if you succeed, the target takes damage equal to half its current hit point total, and you add 1 temporary unit of æther to your pool per 3 HD of your target, which last for a number of rounds equal to your Wisdom modifier. Temporary æther units gained from multiple uses of this forging do not stack; use the greater number. Any forgings using these temporary units of æther automatically end when the temporary æther expires. Every additional unit of æther bound to this forging increases the duration of the temporary æther by 2 rounds.

Æther Shard
Minimum æther: 1
Range: Close (25 feet + 5ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: None
You crystallize a shard of æther and send it hurtling toward your opponent. Make a ranged touch attack; if it succeeds, your target takes 1d6 force damage per level, up to a maximum of 4d6. For every additional unit of æther you bind to this forging, increase the maximum damage cap by 3d6.

Æther Shear
Minimum æther: 5
Range: Medium (100 ft + 10 ft/level)
Effect: Opaque curtain of æther up to 50 ft. long and 20 ft. high
Duration: 1 round/level
Save: Fortitude partial; see text
Making a broad gesture with your arms, you drape a curtain of æther across an area. This curtain is opaque and blocks line of sight; however, it is insubstantial and does not block line of effect. Creatures and objects can pass through the shear without difficulty. However, any creature which passes through the shear takes 1d3 damage per forger level as their animating essence is disrupted (Fortitude half). Each additional unit of æther you bind to this forging increases the damage die size by one step (1d3->1d4->1d6->1d8->1d10->1d12) and the maximum length of the curtain by 25 feet.

Æther Spiral
Minimum æther: 8
Range: Personal
Area: 5 ft/level radius emanation, centered on you
Duration: Instantaneous; see text
Save: None
You draw in a large spiral of æther, destroying magical effects and absorbing the energy which powered them. This forging creates an area dispel within the area of effect, as per greater dispel magic, using your forger level as the caster level for the dispel attempt. This area dispel does not affect you, your equipment, or any magical effects on you. For each magical effect that you dispel, you add 1 temporary unit of æther to your pool (up to a maximum number of temporary units equal to your Wisdom modifier), which lasts for a number of rounds equal to your Wisdom modifier. Temporary æther units gained from multiple uses of this forging do not stack; use the greater number. Any forgings using these temporary units of æther automatically end when the temporary æther expires. Every additional unit of æther bound to this forging increases the duration of the temporary æther by 2 rounds.

Æther Spy
Minimum æther: 3
Range: Long (400 feet + 40 ft/level)
Effect: Magical sensor
Duration: 1 minute/level
Save: None
You attune yourself to the æther field around you with incredible precision, using it to conduct information from elsewhere. This forging creates an invisible magical sensor at a specific location that enables you to sense almost as if you were there, with your full range of natural senses (but not magical ones). You don’t need line of sight or line of effect, but the locale must be known — a place familiar to you or an obvious one. Once you have selected the locale, you can experience the sensor's surroundings at a radius of 20 feet in all directions. You can move the sensor at a speed of up to 60 feet, but the forging ends if the sensor moves beyond the range of the forging. This forging functions only on the plane of existence you are currently occupying. For every 2 additional units of æther you bind to this forging, the radius of the area that the sensor detects increases by 10 feet, and the range of the forging increases by a factor of 10.

Æther Stasis
Minimum æther: 6
Range: Touch
Target: One creature or object touched
Duration: Permanent or 1 minute/level; see text
Save: Will partial
You collapse æther around your target, freezing them in time. You can affect a Tiny or smaller creature or object with this forging; the target makes a Will save. If successful, the creature partially avoids the stasis field and is slowed for 1 minute per forger level. However, on a failed save, the subject enters into a state of suspended animation -- time ceases to flow and its condition becomes fixed. An affected creature does not grow older, and its body functions virtually cease. The target is not aware of its surroundings or of any time passing. No spell, attack, or other effect can affect the target. In addition, the target is hidden from view by the enclosing æther; it cannot be seen, touched, or sensed in any other way while under the effects of this forging, except via senses or effects which make use of æther (such as an ætherforge's Æthereal View or Æthereal Awareness class features, or the Æther Probe forging). The target is immune to divinations as per the mind blank spell.

A creature or object in stasis may only be freed if the forging is dispelled, or unforged via freedom, wish, or similar effects. Once a creature is freed, it returns to the timestream none the worse for wear, though having missed all that took place while it was in stasis. In such a case, the æther bound to this forging returns to your pool one round later, as normal. If you use this forging on yourself, you may set conditions (as per the contingency spell) under which this forging unforges itself, returning you to the timestream automatically.

For each additional unit of æther bound to this forging, increase the size of creature or object you can affect by one category.

Æther Static
Minimum æther: 4
Range: Personal
Area: 10 ft/level radius emanation, centered on you
Duration: 10 minutes/level
Save: None
You cause turbulence in the æther in an area, disrupting magical effects. Any creature attempting to cast a spell, manifest a psionic power, or use a spell- or psi-like ability must make a caster level or manifester level check (whichever is appropriate) against the save DC of this forging to do so; failure means the spell, power, or ability fails to work. Each additional æther you bind to this forging increases the save DC by +1.

Æther Storm
Minimum æther: 6
Range: Long (400 feet + 40 ft/level)
Area: 5 ft/level radius spread, 40 feet high
Duration: 1 round/level
Save: None
You cause violent turbulence in the æther over a large area, disrupting the life force of creatures inside. Any creature caught in the area when this forging begins, or who enters the area at any time during the duration, receives 1d4 negative levels. If an affected creature has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, an affected spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack, but a given creature can only be affected by this forging once (a creature is not affected on a successful save).

Assuming the subject survives, it regains lost levels after a number of hours equal to your forger level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from this forging don’t last long enough to do so. Each additional æther you bind to this forging increases the number of negative levels by 1.

Æther Tether
Minimum æther: 3
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level or until discharged; see text
Save: None
You weave a leash of æther around a creature, anchoring it to the ground. The affected creature is tethered to its current square (the anchor point). Any creature who attempts to move the tethered subject (including the subject itself) must make a Strength check. The subject then moves to a distance from the anchor point equal to the one half of the Strength check result, rounded down to the nearest multiple of 5 feet, in the desired direction. If the Strength check would result in a distance which is less than the subject's current distance from the anchor point, the subject moves backwards to the distance result. The tether breaks (discharging the effect) when the affected creature successfully moves more than 10 feet from the anchor point. Each additional unit of æther you bind to this forging increases the maximum distance the tether can stretch without breaking by 5 feet.

Æther Trap
Minimum æther: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature (see text)
Duration: 1 minute
Save: Reflex negates
You forge a cage of translucent energy around a single target of Small or Medium size, trapping them inside if they fail a Reflex save. For each additional æther you bind to this forging, you may extend the duration by 1 minute; alternatively, for every two additional æther you bind, you can either trap a target one size category larger than Medium or smaller than Small, or trap an additional target adjacent to the first.

Æther Vacuum
Minimum æther: 9
Range: Medium (100 ft. + 10 ft/level)
Area: 20-ft-radius emanation centered on a point in space, and 40-ft-radius emanation centered on the same point; see text
Duration: 1 round; see text
Save: Reflex negates; see text
You create a vortex in the field of æther itself that sucks all loose material and living creatures into it, sending them into a bewildering maze. This forging has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the forging's point of origin. Within that area, all creatures, and unattended objects weighing 100 pounds or less are sucked into the vortex.

The vortex also creates a windstorm of air that affects objects and creatures in the secondary area of the forging. The secondary area is all the space farther than 20 feet from the forging's point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the vortex. Individuals within the secondary area must make a Reflex saving throw; those who fail are sucked into the primary area. Individuals who succeed on the Reflex save can move and attack as normal.

Any creatures and objects sucked into the vortex are shunted into an extradimensional labyrinth of æther. Each round on their turn, creatures may attempt an Intelligence check (DC equal to the DC of this forging) to escape the labyrinth as a full-round action. If the creatures cannot escape, the maze disappears after 10 minutes, forcing all remaining creatures and objects out. Creatures trapped in the labyrinth have no contact with each other. On escaping or leaving the maze, creatures and objects reappear where they had been when sucked into the vortex. If a creature's location is filled with a solid object, the creature appears in the nearest open space.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the labyrinth, although a plane shift spell or similar allows a trapped creature to exit to whatever plane is designated in that spell. Each additional unit of æther that you bind to this forging increases the DC by +1 and adds 1 minute to the duration of the labyrinth.

Chains of Æther
Minimum æther: 7
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot-radius burst
Duration: 1 round/level
Save: None
You call ropy strands of æther into being in an area, binding fast around the creatures caught inside. Every creature within the area of the forging must make a grapple check, opposed by the grapple check of the chains. Treat the chains attacking a particular target as a Huge creature with a base attack bonus equal to your forger level and a Strength modifier equal to your Wisdom modifier. The chains are immune to all types of damage, but do not deal any damage to creatures caught in the grapple, only holding them. Any creature that enters the area of the forging is immediately attacked by the chains. Even creatures who aren’t grappling with the chains may move through the area at only half normal speed.

Because the chains are made of pure æther, they hold creatures trapped inside with more metaphysical force than real chains. Any creature grappled by the chains is affected as if by the dimensional anchor spell. In addition, the chains can eve grapple creatures affected by freedom of movement or similar abilities, though such creatures receive a +5 bonus on grapple checks against the chains. The freedom spell still frees creatures who are bound by the chains of æther. For each additional unit of æether you bind to this forging, the radius of the burst increases by 10 feet and increase the effective size of the chains (from Huge to Gargantuan, etc.).

Essence of Æther
Minimum æther: 2
Range: Touch
Target: One touched creature
Duration: 1 hour/level
Save: None
You infuse your target with æther, increasing their natural aptitudes. Choose one of your target's ability scores; that ability score gains a +4 enhancement bonus. For each additional unit of æther bound to this forging, you may choose an additional score to gain a +4 enhancement bonus.

Infuse Æther
Minimum æther: 7
Range: Personal
Area: 10 foot radius emanation, centered on you
Duration: 1 round/level
Save: None
You infuse the area around you with æther, returning magical power to an area which had none. Unlike other forgings, this forging can be used in an antimagic field or dead magic zone, and allows magical effects to be used normally. However, the amount of æther available is relatively small; only forgings requiring 1 unit of æther, spells of 1st level or lower, or equivalent magical effects can be produced within the area. (If there is no restriction on producing magical effects, this forging does nothing.) For each additional unit of æther bound to this forging, the spell level equivalent (or maximum units of æther bound to a forging) increases by 1.

Mindspike of Æther
Minimum æther: 4
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature/level
Duration: 1 round/level
Save: Will partial
By injecting a broad spike of æther into the heads of your targets, you disrupt their thought processes. Each targeted creature must make a Will save or suffer 2d4 Intelligence damage. In addition, all targets suffer a -6 penalty to Wisdom- and Charisma-based skill checks (no save). Each additional unit of æther you bind to this forging increases both the Intelligence damage and the skill check penalty by 2.

Wall of Æther
Minimum æther: 3
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 minute/level
Save: None; see text
You forge an invisible vertical curtain of swirling æther. It takes the shape of a 2-foot-thick, silent disturbance in the air that causes difficulty to creatures and objects trying to move through it. Its strength is sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Small or smaller flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in the wall of æther. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square walls of æther to enclose specific points. For every two additional units of æther bound to this forging, the wall prevents passage by flying creatures of one size larger.

Weapon of Æther
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Effect: Weapon made of æther
Duration: 1 minute/level
Save: None
You forge æther into the form of a simple or martial weapon of your choice, which you direct to attack opponents at a distance. The weapon deals 1d8 force damage per hit, and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round that you forge it and continuing each round thereafter on your turn. Its base attack bonus is equal to your Forger level (possibly allowing it multiple attacks per round in subsequent rounds), and it has a Strength modifier equal to your Wisdom modifier. As a force effect, it can damage creatures that have damage reduction, and can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the range of the forging, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if its base attack bonus would allow it to do so. Even if the chosen weapon is a ranged weapon, use the range of the forging, not the weapon’s normal range increment, and switching targets still is a move action.

The weapon of æther cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affect it. The weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). For every additional æther you bind to this forging, the weapon gains a +1 enhancement bonus to attack and damage rolls, and its touch AC increases by +1.

sirpercival
2012-09-13, 07:48 PM
ÆTHERFORGE & PRESTIGE CLASSES
Ætherforges are a breed apart and do not always qualify for prestige classes that are available to more common magic users. Levels in ætherforge qualify a character for prestige classes with the following entry requirements:
A caster level requirement, if no type (arcane or divine) is specified. The ætherforge uses his forger level in place of caster level.
Ability to cast spells of X level, if no type (arcane or divine) is specified. The ætherforge uses the maximum amount of æther he can use per forging in place of the ability to cast spells of a given level.
Ability to bind X units of æther to a forging, or knowledge of a specific forging.
Levels in ætherforge do not qualify a character for prestige classes with the following entry requirements:
A caster level requirement where the type (arcane or divine) is specified. Exception: Ætherforges can qualify for the mystic theurge prestige class (DMG 192). In order to do so, they are allowed to substitute the ability to bind 2 æther to a forging for the ability to cast 2nd-level spells. They must meet all other requirements for the prestige class normally.
Ability to cast spells of X level where the type (arcane or divine) is specified.
Ability to cast a specific spell, even if a forging exists with a similar effect.
The same holds true in reverse. Other spellcasters do not qualify for prestige classes that require the ability to bind a certain amount of æther to a forging, or knowledge a specific forging, even if a spell exists with a similar effect.

When advancing in a prestige class that states "+1 level of existing spellcasting class" or "+1 level of existing casting class," a forger adds those levels to his forging class for purposes of gaining more forgings known and more units of æther. On the other hand, a forger does not benefit from prestige classes that only add levels to specific types of spellcasters. A prestige class that grants "+1 level of existing arcane spellcasting class" or "+1 level of existing divine spellcasting class" does not increase the character’s forging (again, excepting the mystic theurge under proper conditions).

ÆTHERFORGE IN PATHFINDER

If using the Ætherforge class in a Pathfinder campaign (or a campaign using parts of the Pathfinder rules or similar houserules), apply the following changes, as applicable:
Replace the skill list with the following:
Craft (Int), Knowledge (all, taken individually) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
The Æthereal Being class feature grants the Outsider type with the Elemental subtype.
Use the following versions of these forgings instead of the original versions:
Æther Dissolution

Æther Dissolution
Minimum æther: 3
Range: Medium (100 feet + 10 ft/level)
Target: One creature or object
Duration: Instantaneous
Save: None
You envelop a creature or object with æther, disrupting magical effects affecting it. This ends ongoing spells affecting the target. A dispelled spell ends as if its duration had expired; however, some spells, as detailed in their descriptions, can’t be dispelled. This forging can dispel forgings and spell-like effects just as it does spells. To dispel a spell, forging, or other effect, you make a dispel check (1d20 + your forger level) against the spell or effect. The DC for this dispel check is 11 + the effect's caster or forger level. Magic items are not affected by this forging.

Make a dispel check against the spell or effect with the highest caster or forger level which is affecting the target. If that check fails, you make dispel checks against progressively weaker spells and effects until you dispel one spell or effect (which discharges this forging) or until you fail all your checks.

You may choose to automatically succeed on dispel checks against any forgings that you forged, returning the æther to your pool one round later. Every additional unit of æther bound to this forging increases the number of effects you can dispel on the target by 1.

Æther Implosion
Æther Implosion
Minimum æther: 7
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: Fortitude half
You contract the æther suffusing your target's body, causing it to implode. You deal 10 damage per level to the target, or half that on a fails Fortitude save. For every additional unit of æther you bind to this forging, you may affect an additional target within range.
Æther Puppet
Æther Puppet
Minimum æther: 5
Range: Medium (100 feet + 10 ft/level)
Target: One Medium or smaller creature
Duration: Concentration, up to 1 min./level
Save: Fortitude negates
You form æther into a form-fitting sheathe, which allows you to control the actions of any creature that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but you cannot operate internal anatomy such as the vocal cords or heartbeat. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this forging ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this forging cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus. Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.

The subject may make an additional Fortitude save to end the effect each round you maintain concentration on this forging. The subject is treated as being staggered and may only perform a single move action or standard action under your direction each round. You cannot be the target of your own Æther Puppet forging. Every additional unit of æther you bind to this forging allows you to affect a creature one size category larger.
Æther Push
Æther Push
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: None
You fire a ray of æther directly at your target, forcing it backwards in a burst of invisible energy. Make a bull rush attempt against the creature, using a ranged touch attack to initiate the bull rush (the target cannot make an attack of opportunity against you). The CMB of the bull rush attempt is equal to your forger level + your Wisdom modifier + 0 (special size modifier for a Medium creature). Any special bonuses you gain when making bull rush attempts (other than size or Strength bonuses) apply to the check. For each additional unit of æther bound to this forging, treat the æther push as one size category larger, increasing the special size modifier and maximum size of target as appropriate.

Æther Static
Æther Static
Minimum æther: 4
Range: Personal
Area: 10 ft/level radius emanation, centered on you
Duration: 10 minutes/level
Save: None
You cause turbulence in the æther in an area, disrupting magical effects. Any creature attempting to cast a spell, manifest a psionic power, or use a spell- or psi-like ability must make a Concentration check against the save DC of this forging to do so; failure means the spell, power, or ability fails to work. Each additional æther you bind to this forging increases the save DC by +2.

Chains of Æther
Chains of Æther
Minimum æther: 7
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot-radius burst
Duration: 1 round/level
Save: None
You call ropy strands of æther into being in an area, binding fast around the creatures caught inside. Every creature within the area of the forging is subject to a combat maneuver check by the chains as they attempt to start a grapple. Treat the set of chains attacking a particular target as a Huge creature with a CMB equal to your forger level + your Wis modifier + 2 (for their size), and a CMD equal to 10 + their CMB. If the chains succeed on their check, then the creature gains the grappled condition until it succeeds on a check to escape; the chains cannot perform actions other than starting a grapple, but do not need to spend additional actions to maintain the grapple. Any creature that enters the area of the forging is immediately attacked by the chains. Even creatures who aren’t grappling with the chains may move through the area at only half normal speed. The chains are immune to all types of damage.

Because the chains are made of pure æther, they hold creatures trapped inside with more metaphysical force than real chains. Any creature grappled by the chains is affected as if by the dimensional anchor spell. In addition, the chains can even grapple creatures affected by freedom of movement or similar abilities, though such creatures receive a +5 bonus on CMB and CMD against them. The freedom spell still frees creatures who are bound by the chains of æther. For each additional unit of æther you bind to this forging, the radius of the burst increases by 10 feet, and the effective size of the chains increases by one step (from Huge to Gargantuan, etc.); the chains' CMB and CMD increase by +2 at Gargantuan size, and by an additional +4 at Colossal size.



ITEMS

Æthereal Equipment
Price: +3
Body Slot: Varies (held or Body)
Caster Level: 12th
Aura: Strong; no school.
Activation: Standard or move action (see text)

Æthereal is a property that can be applied to any weapon, shield, or armor. Æthereal equipment functions similarly to a forging -- a character with the Æther Forging class feature can spend a standard action to bind æther to the equipment to increase its enhancement bonus by an amount equal to the number of units of bound æther. Any æther bound to Æthereal equipment can be released as a move action, reducing the enhancement bonus and returning the æther to the character's pool one round later. The maximum amount of æther a character can bind to Æthereal equipment is equal to the maximum amount that the character could bind to a forging.

prerequisites: Craft Æther Item, Æther Reinforcement (armor or shield) or Weapon of Æther (weapon).
cost to create: Varies.

Æther Caltrops
Price: 3600gp, 1600gp (lesser), 6400gp (greater)
Body Slot: None (held)
Caster Level: 12, 8 (lesser), 16 (greater)
Aura: Moderate (lesser) or strong; conjuration.
Activation: See text.

These appear much like normal caltrops, except with a subtle translucent glow. When stepped upon, in addition to the normal effects of caltrops, they forge an Æther Trap around the creature that stepped on them. Æther Caltrops can trap up to Large creatures. The lesser version can trap only Medium and smaller creatures, while the greater version can trap up to Huge creatures. Once triggered, the magic of the Æther Caltrops is lost forever and they become normal caltrops.

prerequisites: Craft Æther Item, Æther Trap.
cost to create: 1800gp, 144xp, 2 days; 800gp, 64xp, 2 days; 3200gp, 256xp, 7 days.

Æther Casque
Price: 4000 gp
Body Slot: Head
Caster Level: 6
Aura: Faint; no school.
Activation: Continuous and immediate action.

A more permanent version of the Æther Cap forging, this æthereal item grants a +4 bonus on saving throws against mind-affecting effects, which does not stack with that of Æther Cap. However, if combined with the Æther Cap forging, its power improves. Once per day while affected by Æther Cap, the wearer can gain complete immunity to mind-affecting effects for 1 minute as an immediate action. Repeated forgings of Æther Cap do not allow the Casque to grant to gain this immunity more than once per day.

prerequisites: Craft Æther Item, Æther Cap.
cost to create: 2000 gp, 160xp, 2 days.

Æther Gem
Price: 1000 gp
Body Slot: None (held)
Caster Level: 17
Aura: Strong; no school.
Activation: Swift action.

Once per day, an Æther Gem adds a single unit of æther the æther pool of any character with the Æther Forging class feature. This unit can be bound to a forging as normal; however, unlike the æther the character gains from class levels, this unit is lost when it is bound, and does not return to the character's æther pool when the forging ends.

prerequisites: Craft Æther Item.
cost to create: 500 gp, 40xp, 1 day.

Eyes of the Lost World
Price: 6000 gp
Body Slot: Face
Caster Level: 10
Aura: Moderate; divination.
Activation: Use-activated.

These cyan and cobalt goggles allow you to observe eddies in the æther. You gain blindsense out to 30 feet and you can see perfectly into coterminous planes within that range. You can bind æther to this item as though it was a forging you know. For every point of æther, the range increases by 10 feet.

prerequisites: Craft Æther Item, Æther Revelation
cost to create: 3000gp, 240xp, 3 days.

Forging Beads
Price: See text
Body Slot: None (held)
Caster Level: Varies (= Forger Level)
Aura: Varies; no school.
Activation: Standard action.

Each of these beads of condensed æther holds the blueprints to a single forging within it. Their power can be used to forge a single such forging, even if it is unknown to the user, which drains the bead's power permanently. The user must provide all of the necessary æther, but the æther limit is based on the bead's forger level, not the user's. The save DC of any such forging is equal to 10 + 1.5 times the amount of æther bound to the forging. Multiple Forging Beads are often woven together in strands and worn as bracelets or necklaces (although they do not take up a magic item slot).

The market price for a Forging Bead is equal to 25 gp times the Bead's Forger level times the minimum æther required for that Forging.

prerequisites: Craft Æther Item, ability to forge the forging to which the bead is keyed, forger level at least as high as the bead's forger level
cost to create: 12.5 gp or more, 1xp or more, 1 day or more.

Sandals Over There
Price: 18,000 gp
Body Slot: Feet
Caster Level: 6
Aura: Moderate; conjuration (teleportation).
Activation: Standard (mental).

These pieces of footwear replace space with æther, allowing the wearer to step from one location to another distant location. Three times per day, the user can teleport up to 180 feet as a standard action, as though with the Æther Jump forging.

Additionally, the user can bind æther to the sandals, as if binding æther to a forging, at any time, and it remains bound until unforged. For each point of æther bound in this way, the range of any teleportation effects the wearer uses (including activating the teleportation ability of the Sandals) increases by 10 feet.

prerequisites: Craft Æther Item, Æther Jump.
cost to create: 9000 gp, 720xp, 9 days.

Sash of Oddities
Price: 3000 gp, 8000 gp (greater)
Body Slot: Waist
Caster Level: 5, 11 (greater)
Aura: Faint, moderate (greater); conjuration.
Activation: Standard (manipulation).

This conservative navy sash has a minimal sentience, and can intuitively forge æther into various tools and objects. As a standard action, the wearer can reach into a pocket of the sash to draw out a mundane tool made of æther. With a successful DC 10 Craft check (any subskill will do) to mentally guide the sash into forging specific shapes, the tool will be a specific nonmagical object worth 5g or less of the wearer's choice. Otherwise, it will be a random mundane object worth less than 1g. The object remains for 5 minutes before dissipating. The sash cannot create another object until the first one dissipates, is destroyed or dispelled, or is placed back in the sash (a move action). Objects created by the sash are visibly made of æther and show telltale signs of being temporary (and often shoddy) creations. Food, gems, and living things cannot be made with the sash.

A greater version of the Sash of Oddities exists. The Greater Sash requires no Craft check for a specific item worth 5g or less, and with a DC 20 Craft check, the maximum value of the object instead becomes 55g. Objects created by a Greater Sash of Oddities can last up to 1 hour and are of visibly higher quality, although they are still obviously temporary creations.

prerequisites: Craft Æther Item, Weapon of Æther.
cost to create: 1500gp, 120xp, 2 days; 4000gp, 320xp, 4 days.

Vatwallo's Senses
This set of magic items was originally created by the blind Ætherforge Vatwallo to aid in his experiments with Æther.

insert flavor text here

Lore: Characters who have ranks in Knowledge (the Planes), or who have the bardic knowledge ability, can research Vatwallo's Senses to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DC's.

DC 15:

DC 20:

DC 25:

Collection Benefits: Possessing multiple pieces of this set grants you increased awareness and forging capabilities.
2 pieces: You gain a +2 bonus on Listen and Spellcraft checks.
3 pieces: 3 times per day, you can forge Æther Ablation, with 3 bound æther and a forger level of 5.
4 pieces: Once per day, you can forge Æther Spiral, with 8 bound æther and a forger level of 15.

Vatwallo's Ears
Price: 15,000 gp
Body Slot: Head
Caster Level: 5
Aura: Moderate; divination.
Activation: Always active; free action (mental).

This helmet produces an audial representation of magical structures. The wearer is automatically aware of the presence or absence of magical auras within 30 feet. The wearer knows the number and strength of such auras; however, the Ears themselves are magical, which provides enough auditory feedback to the process that further spatial pinpointing is impossible. In addition, as a free action once per round, the wearer can focus on a single magical aura he is aware of. If he succeeds on a Listen check (DC 10 + the aura's caster level or equivalent), the wearer instantly learns information about it, as though with the Æther Probe forging (no additional Spellcraft check is required). The wearer gains a +4 bonus on any dispel checks against an identified aura made within 1 minute of identifying it.

prerequisites: Craft Æther Item, Æther Probe.
cost to create: 7,500 gp, 600xp, 8 days.

Vatwallo's Hands
Price: 3000 gp
Body Slot: Hands
Caster Level: 10
Aura: Moderate; evocation.
Activation: Always active.

These fingerless gloves allow the wearer to reach into nearby planes. The wearer's hands are considered to be made of force; this effect allows unarmed strikes made with the hands to strike incorporeal and ethereal targets at no penalty, the wearer to grasp and manipulate ethereal objects, and so on. This effect can be activated or deactivated as a swift action (helpful when attempting to move past an ethereal wall).

prerequisites: Craft Æther Item, Æther Puppet.
cost to create: 1500 gp, 120xp, 2 days.

Vatwallo's Nose
Price: 1500 gp
Body Slot: Face
Caster Level: 6
Aura: Moderate; divination.
Activation: Always active.

This mask transforms æthereal eddies into olfactory sensations. This ability works like Scent, except that a wearer can only sense creatures who have cast spells, used spell-like abilities, forged æther, or produced similar effects within the last round. Likewise, the auras of spells, forgings, magic items, and similar magical effects are detected by this scent-like effect.

prerequisites: Craft Æther Item, Æther Revelation.
cost to create: 750 gp, 60xp, 1 day.

Vatwallo's Tongue
Price: 36,000 gp
Body Slot: Neck
Caster Level: 10
Aura: Moderate; abjuration.
Activation: Standard (mental).

This amulet allows its wearer to consume magical energies. As a standard action, the wearer can produce an Æther Dissolution effect, with a forger level of 10; however, unlike other versions of this forging, this effect targets a specific creature, object, or magical aura and has a range of touch. 3 of the required units of æther are supplied by Vatwallo's tongue, but the remainder must be bound by the wearer. If an effect is successfully dispelled by the Tongue, the wearer gains temporary hit points equal to the effect's caster level, which lasts for 1 minute or until used.

prerequisites: Craft Æther Item, Æther Dissolution.
cost to create: 18000 gp, 1440xp, 18 days.

(Note: Like all sets, making a set item requires possessing another item from the same set.)



FEATS

Additional units of æther bound to a forging due to Metaforge feats do not trigger any effects based on binding additional units of æther other than those due to the Metaforge feat. You may apply more than one Metaforge feat to the same forging, as long as the total amount of æther is no more than the maximum amount of æther you can bind to a given forging. You cannot apply the same Metaforge feat more than once to the same forging.

Æther Conduit [Æther]
You are able to draw in more æther than others.
Prerequisites: Æther forging class feature, Wis 13.
Benefit: Each day, you draw in additional units of æther equal to twice your Wisdom modifier. These units can be bound to forgings as normal; however, unlike the æther you gain from your class levels, these units are lost when they are bound, and do not return to your æther pool when the forging ends.

Æthereal Fortitude [Æther]
You can infuse your own body with æther, granting yourself extra hardiness.
Prerequisites: Æther forging class feature, Con 13.
Benefit: You may bind any amount of æther to this feat as a full-round action, up to a number of units equal to the maximum amount of æther you can bind to a forging. For each unit of æther you bind to this feat, you gain a +1 bonus to Fortitude saves or bonus hit points equal to your forger level. Any hit points you gain are not temporary hit points, and are not lost first. Divide up the bonus however you wish when you bind the æther. Æther bound to this feat remains so for 24 hours, or until you unbind the æther as a move action. When the æther is unbound (or after 24 hours), it returns to your pool 1 round later.
Special: This feat counts as both Great Fortitude and Toughness for the purposes of meeting prerequisites.

Æthereal Reflexes [Æther]
You can infuse your own body with æther to move more quickly.
Prerequisites: Æther forging class feature, Dex 13.
Benefit: You may bind any amount of æther to this feat as a full-round action, up to a number of units equal to the maximum amount of æther you can bind to a forging. For each unit of æther you bind to this feat, you gain a +1 bonus to Reflex saves or a +1 bonus to initiative. Divide up the bonus however you wish when you bind the æther. Æther bound to this feat remains so for 24 hours, or until you unbind the æther as a move action. When the æther is unbound (or after 24 hours), it returns to your pool 1 round later.
Special: This feat counts as both Improved Initiative and Lightning Reflexes for the purposes of meeting prerequisites.

Æthereal Will [Æther]
You can infuse your own body with æther, granting yourself more mental toughness.
Prerequisites: Æther forging class feature, Wis 13.
Benefit: You may bind any amount of æther to this feat as a full-round action, up to a number of units equal to the maximum amount of æther you can bind to a forging. For each unit of æther you bind to this feat, you gain a +1 bonus to Will saves or a +2 bonus to Concentration checks. Divide up the bonus however you wish when you bind the æther. Æther bound to this feat remains so for 24 hours, or until you unbind the æther as a move action. When the æther is unbound (or after 24 hours), it returns to your pool 1 round later.
Special: This feat counts as both Combat Casting and Iron Will for the purposes of meeting prerequisites.

Contingent Forging [Metaforge]
You may bind additional æther to your forgings to have them take effect when triggered.
Prerequisites: Æther forging class feature, Imbue Forging
Benefit: You can alter a forging so that it comes into effect under some condition you dictate when binding æther to it. Once triggered, a contingent forging takes immediate effect upon the target (or is centered in the target's square if the forging affects an area). Triggers for contingent forgings are usually events that happen to the bearer of the forging, and can include death, contracting disease, exposure to a breath weapon or to energy damage, falling, exposure to poison, exposure to a dangerous environment (trapped by fire, plunged underwater, and so forth), succumbing to sleep or fear effects, gaining negative levels, or being rendered helpless, deafened, or blinded. Any æther you bind to a contingent forging remains bound to the forging while it is inactive, only returning to your pool after the forging takes effect, one round after it ends as normal. However, if 24 hours pass without the forging being triggered, the contingent forging ends with no effect and the æther returns to your pool as normal one round later.

A contingent forging must be forged in the presence of the person to bear it, and the bearer is subject to the same restrictions as you. Once assigned to a bearer, a contingent forging cannot be transferred to another creature, although it can be destroyed; If the bearer of a contingent forging is the target of dispel magic, the contingent forging might be permanently dispelled (but not triggered), as if it were an active forging in effect on the target creature. In an antimagic field, contingent forgings are temporarily suppressed like magic items are. Any given creature may bear only a single contingent forging. A contingent forging requires 3 additional units of æther.

Craft Æther Item [Æther, Item Creation]
You can craft items using æther.
Prerequisites: Æther forging class feature, forger level 3.
Benefit: You can create any æther item whose prerequisites you meet. Enchanting an æther item takes one day for each 1,000 gp in its price. To enchant an æther item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken æther item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some æther items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Energize Forging [Metaforge]
You may alter the energy type of your forgings.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging which deals force damage to deal energy damage. Choose one type of energy (acid, cold, electricity, fire, or sonic) when you select this feat. You can then modify any forging which deals force damage to use the chosen type of energy instead. An energized forging does not require additional units of æther.
Special: You may select this feat multiple times, choosing a different energy type each time.

Enlarge Forging [Metaforge]
You may bind additional æther to your forgings to increase their range.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging with a range of close, medium, or long to increase its range by 100%. An enlarged forging with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range forgings have a range of 200 ft. + 20 ft./level and long-range forgings have a range of 800 ft. + 80 ft./level. Forgings whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, are not affected by this feat. An enlarged forging requires one additional unit of æther.

Expand Forging [Metaforge]
You may bind additional æther to your forgings to increase the number of targets.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging which affects a single target to affect multiple targets. For every additional unit of æther that you bind to the forging, you can affect an additional target within range. All targets must be within 10 feet of each other.

Explosive Forging [Metaforge]
You may bind additional æther to your forgings to make them explode when unforged.
Prerequisites: Æther forging class feature
Benefit: You may make any forging with a non-instantaneous duration into an explosive forging. Whenever an explosive forging becomes unforged (whether by you spending an move action, by being dispelled, or from the duration expiring), it deals 2d6 force damage per unit of æther bound to the forging to all creatures within a 10-foot radius burst, centered on the same square that on which the forging was centered (if the forging targeted a creature or object, the explosion is centered on any one square the creature or object occupies, chosen at random). An explosive forging requires two additional units of æther, which count when determining the amount of damage due to units of bound æther.

Favored Forging [Æther]
You specialize in the use of one particular forging, and are able to bind æther to it more efficiently.
Prerequisites: Æther forging class feature, knowledge of one forging.
Benefit: Choose one forging you know when you select this feat. You remove one less unit of æther from your pool than you bind to the chosen forging (to a minimum of 1 unit of æther removed). This does not allow you to exceed the limit on æther bound to a given forging; you simply retain up to 1 unit of æther in your pool to use for other forgings. For example, a 6th-level ætherforge with the Favored Forging (Ætherbeast) feat could bind up to 3 units of æther to an ætherbeast as normal, but would only remove 2 units of æther from her æther pool.

Force Æther [Æther]
You can bind more æther than normal to a forging, but it damages you.
Prerequisites: Æther forging class feature, Æther Conduit.
Benefit: You can bind one more unit of æther to a forging above your normal maximum, but in so doing you take 2d8 points of damage. At 8th level, you can choose to exceed your normal maximum bound æther by two units, but you take 5d8 points of damage. At 15th level, you can exceed your maximum by three, but you take 8d8 points of damage.
Normal: The maximum amount of æther you can bind to any given forging is equal to half your forger level (rounded down).

Imbue Forging [Metaforge]
You may bind additional æther to your forgings to store them in an object for others to use.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging to store it in an object. When forging an imbued forging, you must hold a small object of no more than 5 lbs weight in your hand, directing the æther into the object. The forging does not take immediate effect, though the bound æther is removed from your pool as normal. At any time within the next 24 hours, whoever is holding the object may spend a standard action to release the forging stored inside as if they had forged it, though using your æther and forger level. The creature who releases the forging may unforge the forging as a move action. Once the forging ends, the æther returns to your pool as normal one round later. An imbued forging requires one additional unit of æther.

Multiply Forging [Metaforge]
You may bind additional æther to your forgings to affect a large number of targets.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging which affects a single target to affect multiple targets. The forging affects one target per level, none of which may be more than 30 feet apart. A multiplied forging requires 3 additional units of æther.

Persistent Forging [Metaforge]
You may bind additional æther to your forgings to make them last all day.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging so that it lasts for 24 hours instead of its normal duration. You may make any forging with a duration longer than instantaneous into a persistent forging. A persistent forging requires 1 additional unit of æther.

Rapid Forging [Metaforge]
You may bind additional æther to your forgings to forge them more quickly than normal.
Prerequisites: Æther forging class feature
Benefit: You can alter a forging to forge it rapidly. The forging requires a swift action to forge instead of a standard action. A rapid forging requires double the normal units of æther.

Salvage Forging [Metaforge]
You may unforge a forging immediately to harvest its æther for another forging.
Prerequisites: Æther forging class feature
Benefit: You can bind æther to a forging that is currently bound to another forging. As part of the same action as producing a new forging, you unforge an existing forging and use its æther for the salvaged one. The salvaged forging requires 3 additional units of æther.
Special: If the existing forging had insufficient æther to bind to the salvaged forging, you must make up the difference with æther from your pool. If the existing forging instead had more æther than was required to bind to the salvaged forging, the remainder returns to your æther pool one round after it is unforged, as normal.

Widen Forging [Metaforge]
You may bind additional æther to your forgings to increase their area.
Prerequisites: Æther forging class feature
Benefit: You can alter a burst, emanation, line, or spread shaped forging to increase its area. Any numeric measurements of the forging's area increase by 100%. Forgings that do not have an area of one of these four sorts are not affected by this feat. A widened forging requires two additional units of æther.

God Imperror
2012-09-14, 02:45 PM
I really like the idea behind the class though I see a few problems with it, or areas that might be improved. I am not in the proper mental state of a thorough peach, or as complete as I would like but here, some comments.

First of all, Jace Beleren is a cool cool man.

I have to say that the first idea that crossed my mind when reading the name of the class was warforged, or something, maybe give them a mention (if they exist in the setting).

The class needs more skill points (it is not int based) and probably balance, jump and tumble on their class skill list, those help to mitigate falling damage. Also check the wording on armor proficiencies as it is it would allow them to use exotic armor, and that is probably the intention.

Even if the class is a spellcaster-y class and a defensive powerhouse some changes to the level by level progression might make it more appealing without raising its power significantly. For example, at level 6th the aetherforger gains light fortification and immunity to poison and sleep. Maybe make light fortification and immunities different class features to fill another level. Similarly immunity to disease doesn't seem to far fetched for the class.

The forging mecanics are really interesting and cool, though I miss movement forges, as it is it focuses in gravity and even has aether launch, but I want to launch myself and defy gravity with a big **** you. Aether redirection, almost does it, but if there are no horizontal surfaces available in the chosen direction it becomes a problem, perhaps just give some flight in the manner of binds (such as airstep sandals) that require you to end your movement on the ground or fall. Continuous feather fall could also be a nice class feature.

Is there anyway to share this potential bonuses with allies? Making all of them fall to the wall seems like an interesting mechanic, though perhaps it would be better to make everything in an area. That would also allow for aether redirection, forced, mass or some ideas among those lines.

Finally perhaps improving its BAB many of its features, even if powerful and almost at will like invocations could not be useful in every situation and being at lest competent with weapons will help.

Overall a really cool class, have you read brandon sanderson's the way of kings? There is a character that uses similar magic skills.

sirpercival
2012-09-14, 03:49 PM
I really like the idea behind the class though I see a few problems with it, or areas that might be improved. I am not in the proper mental state of a thorough peach, or as complete as I would like but here, some comments. Thanks for the critique! I appreciate it :smallbiggrin: I have anointed heritor open in a tab, and have been chipping away at it.


First of all, Jace Beleren is a cool cool man. You know it! He has nothing to do with this class other than being an artwork inspiration, but either way he's awesome.


I have to say that the first idea that crossed my mind when reading the name of the class was warforged, or something, maybe give them a mention (if they exist in the setting). This was supposed to be setting-neutral; it really has nothing to do with warforged. I understand where that came from, though.


The class needs more skill points (it is not int based) and probably balance, jump and tumble on their class skill list, those help to mitigate falling damage. Also check the wording on armor proficiencies as it is it would allow them to use exotic armor, and that is probably the intention. Why more skill points? It's not a very skill-focused class... a ring of featherfall is cheapster. I'll need to clarify that armor prof caps at heavy.


Even if the class is a spellcaster-y class and a defensive powerhouse some changes to the level by level progression might make it more appealing without raising its power significantly. For example, at level 6th the aetherforger gains light fortification and immunity to poison and sleep. Maybe make light fortification and immunities different class features to fill another level. Similarly immunity to disease doesn't seem to far fetched for the class. Actually, that's not a bad idea. I had grouped the elemental immunities as one chain of abilities, but making it two helps fill out dead levels. Lol.


The forging mecanics are really interesting and cool, though I miss movement forges, as it is it focuses in gravity and even has aether launch, but I want to launch myself and defy gravity with a big **** you. Aether redirection, almost does it, but if there are no horizontal surfaces available in the chosen direction it becomes a problem, perhaps just give some flight in the manner of binds (such as airstep sandals) that require you to end your movement on the ground or fall. Continuous feather fall could also be a nice class feature. There are actually a ton more forgings already written on the minmaxboards version, with more in the works. My primary posting area is on that site, but I'll update this one soon.


Is there anyway to share this potential bonuses with allies? Making all of them fall to the wall seems like an interesting mechanic, though perhaps it would be better to make everything in an area. That would also allow for aether redirection, forced, mass or some ideas among those lines. Well, there's no reason you can't forge multiple versions of it, or take Expand Forging and affect multiple creatures at the same time.


Finally perhaps improving its BAB many of its features, even if powerful and almost at will like invocations could not be useful in every situation and being at lest competent with weapons will help. Like I said, I think the chassis is okay given that the number of forgings has grown so much. I'll update with the current version right now; I have a list of about a dozen more that I still need to write. :smallcool:


Overall a really cool class, have you read brandon sanderson's the way of kings? There is a character that uses similar magic skills. No I haven't yet -- I've been meaning to. I'm glad you like it!

sirpercival
2012-09-15, 03:45 PM
OK, I've written out all the forgings I've had in the works; the current total is 33. I also put in rules for PrCs (basing off of shadowcaster instead of warlock) that sorely needed to be there.

Other changes:
~increased the forgings known progression.
~put a 1-round delay on when you get æther back in your pool, to prevent spammage.
~split up the Forged Body benefits into two ability chains to fill out some dead levels. I only have 3 left.


Need more feats! Help?

Oh yeah, and items.

sirpercival
2012-09-15, 07:38 PM
Added 4 5 more feats.

EDIT: And a couple items.

God Imperror
2012-09-16, 11:59 AM
Thanks for the critique! I appreciate it :smallbiggrin: I have anointed heritor open in a tab, and have been chipping away at it.

Thanks I really appreciate any feedback.


Why more skill points? It's not a very skill-focused class... a ring of featherfall is cheapster. I'll need to clarify that armor prof caps at heavy.

Well I guess that they don't really need more skill points its just that I like skill points and believe that 2 is not enough skill points for any class that isn't int based, but of course I admit that I'm pretty byased.


Actually, that's not a bad idea. I had grouped the elemental immunities as one chain of abilities, but making it two helps fill out dead levels. Lol.

:smallsmile:


There are actually a ton more forgings already written on the minmaxboards version, with more in the works. My primary posting area is on that site, but I'll update this one soon.

Well, there's no reason you can't forge multiple versions of it, or take Expand Forging and affect multiple creatures at the same time.

Like I said, I think the chassis is okay given that the number of forgings has grown so much. I'll update with the current version right now; I have a list of about a dozen more that I still need to write. :smallcool:

Great then :smallwink:


No I haven't yet -- I've been meaning to. I'm glad you like it!

The basic of the lashing (the magic that is similar) works in mostly 3 types.

Basic lashing: Changing the vector of gravity and its magnitude, towards an object.

Full lashing: Attracts (or binds) an object to another. It is pretty epic when it is used to attract arrows to a shield.

Reverse lashing: To push stuff.


OK, I've written out all the forgings I've had in the works; the current total is 33. I also put in rules for PrCs (basing off of shadowcaster instead of warlock) that sorely needed to be there.

Other changes:
~increased the forgings known progression.
~put a 1-round delay on when you get æther back in your pool, to prevent spammage.
~split up the Forged Body benefits into two ability chains to fill out some dead levels. I only have 3 left.


Need more feats! Help?

Oh yeah, and items.

Maybe something to ease aetherforging? Amulets of some kind? Not necessarily to take less points to forge but maybe allow to affect more creatures. I am not really good on that, sorry.

sirpercival
2012-09-18, 08:59 AM
Added a couple more forgings, a couple more feats, and a couple items. Doing things by 2s!

Karileth
2012-09-18, 12:26 PM
Added a couple more forgings, a couple more feats, and a couple items. Doing things by 2s!

I just think this whole thing is really cool; however I have nothing helpful. I don'
t really think poison immunity makes a lot of sense for the flavor of the class; protection from normal missiles kinda would, given the whole gravity thing. Just a thought, though.

sirpercival
2012-09-18, 02:52 PM
I just think this whole thing is really cool; however I have nothing helpful. I don'
t really think poison immunity makes a lot of sense for the flavor of the class; protection from normal missiles kinda would, given the whole gravity thing. Just a thought, though.

Poison immunity is one of the things you get from being an elemental. Since it's a slow transformation, you get it before your type actually changes.

Thanks for reading&enjoying!

sirpercival
2012-09-21, 12:45 PM
Major update! I'm up to 48 forgings, with about 5 more in the works (and more to come, I'm sure!). I've also filled in dead levels, increased the æther pool a smidge, and added some more feats.

I need more ideas for Metaforge feats, if anyone has some.

Whee! :smallcool:

sirpercival
2012-09-21, 05:52 PM
OK, I posted 6 more metaforge feats.

M. Mayonnaise
2012-09-21, 07:06 PM
I actually love this class to death. Kudos to you good sir! I'm afraid I have little of value to actually contribute other than my general encouragement, though. :smallredface:

Also, am I the only one getting a Mass Effect biotics vibe from this class?

sirpercival
2012-09-21, 07:23 PM
I actually love this class to death. Kudos to you good sir! Yay!!


I'm afraid I have little of value to actually contribute other than my general encouragement, though. :smallredface: No worries. :)


Also, am I the only one getting a Mass Effect biotics vibe from this class? No idea. I've never played Mass Effect, nor do I know anything about it, so any similarities are purely coincidental.

Noctis Vigil
2012-09-21, 08:09 PM
I like the class and feats and items. Very well done sir. The only thing I would change off the top of my head is to make the Persistent Forging feat cost more than one additional Æther to use. And possibly add alternate rules for use with psionics, since it feels slightly more psionic than magical to me, but that's just a matter of opinion.

sirpercival
2012-09-21, 08:17 PM
I like the class and feats and items. Very well done sir. Thank you!


The only thing I would change off the top of my head is to make the Persistent Forging feat cost more than one additional Æther to use. Why? Since there's no limit on per-day forging, the only thing Persistent Forging does is remove the action tax.


And possibly add alternate rules for use with psionics, since it feels slightly more psionic than magical to me, but that's just a matter of opinion. Well, mechanically it's a cross between psionics and incarnum. I'm not sure what you mean about "for use with psionics", though. It's a separate subsystem from the normal magical system; there's a lot of explicit transparency, as opposed to the implied & often unclear transparency between magic & psionics...

Noctis Vigil
2012-09-21, 08:24 PM
I suppose I should have been more clear. I meant "If I wanted to say this guy's power was an odd kind of psionics, how would what you've posted change?" For example, UMD would become UPD. How would one work PrCs for that if I wanted to do so, for example?

Also, I got a cool idea for a PrC for this. Would you object if I wrote it up and posted it later?

sirpercival
2012-09-21, 08:33 PM
I suppose I should have been more clear. I meant "If I wanted to say this guy's power was an odd kind of psionics, how would what you've posted change?" For example, UMD would become UPD. How would one work PrCs for that if I wanted to do so, for example? Almost nothing would change at all (particularly due to psionics-magic transparency). The fluff doesn't even have to change -- you're simply manipulating æther through the power of your mind instead of through magical senses.

I will say that I'm ruminating on another Forger base class using the same mechanics, but more along the lines of a divine gish -- the Faithforge, which (instead of mucking around with æther) would simply use the power of their own belief. It'll be Cha based, a gishy chassis, and several of the forgings would get new paint jobs, and then a bunch of new stuff. That would probably map very nicely onto psionics, where instead of your Faith your using mind powers. Make it Int-based, for example.


Also, I got a cool idea for a PrC for this. Would you object if I wrote it up and posted it later? Not at all! Go for it :)

bindin garoth
2012-09-22, 02:36 PM
Promised PEACH is coming up!

Class:



Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Æther|Forgings
1 | +0| +2 | +0| +2 | Æther forging| 1 | 3
2 | +1| +3 | +0| +3 | Æthereal view| 2 | 4
3 | +1| +3 | +1| +3 | Bonus metaforge feat| 3 | 5
4 | +2| +4 | +1| +4 | Æthereal essence| 4 | 6
5 | +2| +4 | +1| +4 | Æthereal transformation | 5 | 7
6 | +3| +5 | +2| +5 | Forged body | 6 | 8
7 | +3| +5 | +2| +5 | Bonus metaforge feat, rapid forging | 7 | 9
8 | +4| +6 | +2| +6 | Æthereal presence| 8 | 10
9 | +4| +6 | +3| +6 | Improved æthereal transformation | 9 | 11
10| +5| +7 | +3| +7 | Æthereal awareness| 10 | 12
11| +5| +7 | +3| +7 | Bonus metaforge feat| 11 | 13
12| +6/+1| +8 | +4| +8 | Improved forged body| 12 | 14
13| +6/+1| +8 | +4| +8 | Greater æthereal transformation | 13 | 15
14| +7/+2| +9 | +4| +9 | Æthereal sustenance | 14 | 16
15| +7/+2| +9 | +5| +9 | Bonus metaforge feat | 15 | 17
16| +8/+3| +10| +5| +10| Improved æthereal awareness| 16 | 18
17| +8/+3| +10| +5| +10| Immaculate forging| 17 | 19
18| +9/+4| +11| +6| +11| Greater forged body| 18 | 20
19| +9/+4| +11| +6| +11| Bonus metaforge feat | 19 | 21
20| +10/+5| +12| +6| +12| Æthereal being| 20 | 22[/table]


2 good saves and a D8, yet poor BAB? I see no reason not to bump it up to medium. It may play as a caster, but as it is right now it'd be hard to as a gish with that bab.



Æther forging (Su): An ætherforge draws in æther from the field of energy permeating the Universe and shapes it into magical effects called forgings. Forging æther requires a standard action which provokes attacks of opportunity. At the beginning of each day, an ætherforge draws in 1 or more units of æther into his æther pool, as shown on the table above; he can then bind the æther into forgings of various duration. Units of æther remain bound to whatever forging they were used for, and return to the pool 1 round after the effect expires, available at that point to be used again. The ætherforge can unforge an effect with a non-instantaneous duration as a move action, ending the forging prematurely and returning the newly-freed æther to his pool 1 round later.

An ætherforge's facility with æther is represented by his Forger level, which is equal to his levels in this class. The power of a particular forging is determined by how many units of æther the ætherforge uses to forge it; he may forge a maximum number of units of æther equal to half his Forger level in any given effect. The ætherforge begins by knowing 3 forgings of his choice from the list below; he learns additional forgings as he increases in experience, as shown on the table above. The save DC of any forging which requires a save is 10 + 1/2 forger level + the forger's Wisdom modifier. As supernatural abilities, forgings are not subject to spell resistance.


So like a cross in between Psionics and Incarnium? Sounds good so far.



Bonus metaforge feat: An ætherforge gains a bonus metaforge feat at 3rd level, and again at every 4 levels after.


Good. This allows one to improve their forgings without having to spend actual feats. Then again I still need to take a closer look to the actual forgings.



Æthereal essence (Su): At 4th level, an ætherforge's body begins to undergo physical changes, as he learns to use æther to maintain his own bodily processes. The ætherforge gains fast healing equal to one third the number of æther units remaining in his pool (and not bound to a forging) at any given time.

Since they use up their æther units during battle, this mainly provides them with unlimited out of combat healing? It sounds good to me.



Æthereal transformation (Ex): Upon reaching 5th level, more changes have affected the ætherforge's physiology, as he begins to replace portions of his anatomy with pure æther. He becomes immune to poison and sleep effects.

No problems here/


Forged body (Ex): Starting at 6th level, the ætherforge's body continues to transform. He has a 25% chance to negate critical hits and precision damage.


Again, no problems here :smallsmile:



Rapid forging (Su): Beginning at 7th level, an ætherforge has gained enough facility with his forgings to produce them more quickly when necessary. If he binds twice the normal amount of æther to a forging, it only requires a swift action instead of a standard action.


So basically pay double the cost to use the forging as a swift action. It might make it a little hard to use when using buff forgings at the same time, but again, I need to take a look at all of the forgings first.



Æthereal presence (Su): At 8th level, an ætherforge's force of will surrounds him with a constant swirl of æther. He gains a deflection bonus to armor class equal to his Wisdom modifier at all times.


Good, but it seems a little late? Maybe I'm just too use to seeing this at level 1 (minus the defection bonus part). It seems to me this should be moved up a little, although not necessarily level 1 if you're trying to avoid dips from getting this (although they could get almost the same thing from a seperate 1 level dip). I'd also put in a clause stating it doesn't stack with other Wis to AC bonuses, unless you want someone to dip into Monk, Ninja, or Swordsage and have 2xWis to AC.



Improved æthereal transformation (Ex): Upon reaching 9th level, more changes are wrought on the ætherforge's body. He becomes immune to paralysis.

No problems here!



Æthereal awareness (Ex): Starting at 10th level, an ætherforge becomes even more closely attuned to eddies in the æther which alert him to the presence and movement of creatures around him. He becomes immune to flanking, and gains blindsense at a range of 5 feet times his Wisdom modifier.

Seems good.



Improved forged body (Ex): Upon reaching 12th level, even more of an ætherforge's body has been replaced by pure æther. His chance to negate critical hits and precision damage increases to 50%.


Continuing the immunity, great.



Greater æthereal transformation (Ex): Beginning at 13th level, an ætherforge's physiology has changed sufficiently that he becomes immune to stunning.


Good, although the ætherforge seems to be getting a lot of immunities. Then again several don't seem to pop up that often (such as poison). The overall feel is that the class is a defensive caster of sorts.



Æthereal sustenance (Ex): An ætherforge of 14th level or higher has learned to draw more of the energy his body needs directly from the æther. He no longer needs to drink or eat, and gains the benefit of 8 hours of sleep from only 1 actual hour. However, time spent in a dead magic zone or antimagic field counts as time without food or water, as these environments suppress the æther he requires.




Improved æthereal awareness (Ex): Starting at 16th level, an ætherforge's blindsense improves to blindsight at the same distance.

Seems good to me, considering how late you get this.



Immaculate forging (Su): Beginning at 17th level, an ætherforge can, in an emergency, produce forgings with less æther than would normally be possible. Once per day, the ætherforge can activate this ability as a free action; when he does so, for a number of rounds equal to his Wisdom modifier, every unit æther he binds to a forging counts double (though he is still limited by the normal maximum amount of æther he can bind to a single forging). For example, the ætherforge could bind 8 units of æther to a forging, but remove only 4 units from his pool.

Good ability, allowing the class to nova to a degree. I wouldn't mind if there was a feat to give more uses of this (perhaps 1/feat, considering you could only get 1 before level 20).



Greater forged body (Ex): The body of an ætherforge of 18th level or higher is nearly completely made of pure æther. His chance of negating critical hits and precision damage increases to 75%.

Still good!



Æthereal being (Ex): Upon reaching 20th level, an ætherforge becomes a being made entirely of pure æther. He gains the Elemental (Augmented) type, though he is treated as having his original type whenever it would be beneficial to him. Unlike other elementals, the ætherforge can still be raised or resurrected as normal.

Sounds good to me. Its good to see changing into an Elemental type, you don't see it too often.



In addition, the ætherforge is naturally invisible, though he can suppress or resume this invisibility as a swift action. This invisibility cannot be dispelled and functions in an antimagic field, but a creature under the effect of true seeing can see the ætherforge as normal.
Ex invisibility huh? Well, considering the number of monsters who could get past this its good. I'd like to see more of a capstone though. Perhaps an overall reduction in the cost of forgings (or allowing some of the lower level ones to be used at will, perhaps both)? I'll look over the forgings and post any more thoughts that come to mind.


forging comments:



Æther Ablation
Minimum æther: 2
Range: Personal
Target: You
Duration: 1 hour/level
Save: None
You construct a shield of æther around yourself to catch antimagic. Whenever a spell or other effect attempts to dispel one of your forgings, it dispels this forging instead. If the spell or effect is 2nd level equivalent or lower, it must make a dispel check; otherwise, this forging is dispelled automatically, with no check. For each additional unit of æther bound to this forging, increase the level of spell or effect which must make a dispel check by 1.

How are forgings normally affected by dispels? Otherwise good defense against Arcane casters.


Æther Acceleration
Minimum æther: 8
Range: Touch
Target: One touched creature
Duration: Instantaneous
Save: None
You accelerate the æther around the target creature, speeding them up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. The affected creature is free to act for 1 round of apparent time. It can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.

While the æther acceleration is in effect, other creatures are invulnerable to the subject's attacks and abilities. This means the subject cannot target a creature with any attack or ability. However, any of the subject's abilities that affect an area and have a duration longer than the remaining time granted by the æther acceleration has its normal effect on creatures in the area once the granted time ends. The subject can affect unattended objects, but not objects held, carried, or worn by other creatures. The subject is undetectable by any means while the æther acceleration lasts. When the extra time granted by the æther acceleration expires, the normal time-flow resumes during your current turn. The subject is shaken for 1 round upon its return to the standard time frame.

You do not regain the æther bound to this forging until 1 round of real time (not the extra time granted by this forging) has passed. Each additional unit of æther bound to this forging increases the granted time by 1 round.

So basically time stop? It'd be good for this class, as it could use the time to buff up, although it's high cost prevents high level buffing.



Æther Barrier
Minimum æther: 1
Range: Touch
Target: One touched creature
Duration: 1 hour/level
Save: None
Æther congeals into a soft coating surrounding your target, granting them some protection from harm. The subject gains a +1 resistance bonus to saves. Each additional unit of æther bound to this forging increases the resistance bonus by +1.

So you could get a +10 resistance bonus to saves? Well considering that's half of your normal æther that's fine.


Ætherbeast
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Effect: One created ætherbeast
Duration: 1 round/level
Save: None
You coalesce æther to form an ætherbeast, a translucent construct which attacks your enemies. Treat an ætherbeast as a 1st-level astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). For every additional æther you bind to this forging, increase the level of the ætherbeast by 1.

Astral Construct huh? Considering you'd spend half of your æther on this, while a Psionic spends only a fraction of his power points, and has many ways to improve it. Then again, they are Tier 2.....
I'd say its fine the way it is, considering all of the versatility one can get from it.


Ætherblade
Minimum æther: 9
Range: Long (400 feet + 40 ft/level)
Area: See text
Duration: Instantaneous
Save: Reflex partial; see text
This forging creates an enormous blade of æther in the heavens, which falls from high in the air to the ground, slicing through everything in its path. The blade affects every creature in a 40-foot line perpendicular to you, beginning 300 feet in the air and stretching down to the ground. All creatures within the area must make a Reflex save or immediately be reduced to -9 hp as they are sliced in half; this even affects incorporeal creatures and creatures without a discernible anatomy. Creatures who make their saves take 1d8 force damage per forger level. For each additional unit of æther bound to this forging, increase the length of the line by 10 feet and increase the DC by +1.

I'm a little weary of Save or Dies (or Almost Dies in this case :smalltongue:) for this, considering it can be done at-will if you don't use your æther for anything else. I'd change this to a save vs the damage, save for half. Perhaps a small debuff from such a magnificent blow if they fail the save (or perhaps even if they succeed. Also the wording is confusing, does it affect a 40ft line straight up or 300ft line from the sky to the ground?

On the other hand this creates a great mental image of a huge blade falling from the sky!



Æther Bubble
Minimum æther: 5
Range: Personal
Area: 20-foot-radius sphere centered on you
Duration: 10 minutes/level
Save: Reflex negates; see text
You draw æther around you in a bubble which lifts you and creatures around you off the ground. You can direct the bubble as a free action each round, and it flies at a speed of 60 feet per round with perfect maneuverability, carrying along any creatures within the area of effect. When the bubble forms, or when it moves each round, any creature within the area of effect (except you) may make a Reflex save to escape the bubble. Creatures only partially within the radius (such as creatures large enough that they don't fit entirely inside) receive a +5 bonus to the Reflex save. However, if a creature succeeds on its save and exits the bubble while it is in the air, the creature falls, suffering falling damage as normal. If the bubble is in the air when the forging ends, you fall, suffering falling damage as normal. The bubble offers no protection to the creatures inside, and attacks, spells, forgings, etc. can be made across the interface at no penalty. Every additional unit of æther bound to this forging increases the radius of the bubble by 5 feet and the bubble's flight speed by 20 feet.

So basically this is their Overland Flight. Again, props for giving the ætherforge a way to use it offensively!



Æther Cap
Minimum æther: 2
Range: Personal
Target: You
Duration: 10 minutes/level
Save: None
A thin layer of invisible æther covers your scalp, protecting your mind from unwanted intrusion. You gain a +3 bonus on saves vs mind-affecting effects. Each additional unit of æther bound this forging increases the bonus by +2.

Seems good to me.


Æther Contraction
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Area: 5 ft/level radius cylinder, 40 feet high
Duration: 1 round/level
Save: Fortitude negates
By contracting the æther in an area, you increase the gravity to an uncomfortable level, making it difficult to move. Any creatures within the area of affect must make a Fortitude save or be slowed, as the spell. A creature that leaves and reenters the area must make a new save. Each additional æther you bind to this forging increases the save DC by +1.

And now we start to see the battlefield control (not that it's a bad thing). The area can get huge at higher levels, as well as the save DC if you pump it up. What happens if they are affected and leave the area, are they immediately freed from the slow spell? If that's the case, it seems like it's main use would be to slow down enemies chasing them rather than for battlefield control.


Æther Diffusion
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
By diffusing the æther in a cloud surrounding your target, you decrease gravity for that target, allowing it to move at much greater speed. The target increases its base speed by 30 feet (granting a +12 bonus to Jump checks due to the increased speed), and always counts as having a running start for Jump checks. For every additional unit of æther you bind to this forging, the speed bonus increases by +10 feet.

This with the previous ability means noones going to be able to keep up with you!


Æther Dissolution
Minimum æther: 3
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot radius burst
Duration: Instantaneous
Save: None
You flood an area with æther, disrupting magical effects within it. This ends ongoing spells within the area of effect, including those that have been cast on creatures or objects. A dispelled spell ends as if its duration had expired; however, some spells, as detailed in their descriptions, can’t be dispelled. This forging can dispel forgings and spell-like effects just as it does spells. To dispel a spell, forging, or other effect, you make a dispel check (1d20 + your forger level, maximum +10) against the spell or effect. The DC for this dispel check is 11 + the effect's caster or forger level. Magic items are not affected by this forging.

For each creature within the area that is the subject of one or more spells or other effects, you make a dispel check against the spell or effect with the highest caster or forger level. If that check fails, you make dispel checks against progressively weaker spells and effects until you dispel one spell or effect (which discharges this forging so far as that target is concerned) or until you fail all your checks. For each object within the area that is the target of one or more spells or effects, you make dispel checks as with creatures.

For each ongoing area or effect spell or forging whose point of origin is within the area of this forging, you can make a dispel check to dispel the spell or forging. For each ongoing spell or forging whose area overlaps that of this forging, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell or effect (such as an ætherbeast) is in the area, you can make a dispel check to end the spell or effect that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any forgings that you forged, returning the æther to your pool one round later. Every additional unit of æther bound to this forging increases the maximum forger level you can apply to dispel checks by 3.

An ætherforge's dispel ability. Seems good to me. Anything about suppressing magical items, just like Dispel Magic?


Æthereal Advantage
Minimum æther: 2
Range: 30 feet
Area: All creatures within a 30-foot burst centered on you
Duration: 1 minute/level
Save: None
You harness the random swirls of æther around you to your advantage. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. For every 2 additional units of æther bound to this forging, increase the bonus by +1 and the penalty by -1.

Seems like quite a boost if you max it out. Then again you'd be spending half of your æther for it, so it's ok.


Æthereal Deflation
Minimum æther: 3
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature
Duration: 1 minute/level
Save: Fortitude negates
By removing a stream of æther from a creature, you cause it to shrink, dividing its height, length, and width by 4 and dividing its weight by 16. This decrease reduces the creature’s size by two categories. The target gains a +4 size bonus to Dexterity and a –4 size penalty to Strength (to a minimum of 1). The creature's natural reach and size bonus to AC and attack rolls change as per this table (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). This forging does not change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the forging. Melee and projectile weapons deal less damage (see Table 2–3 in the Dungeon Master’s Guide); other magical properties are not affected by this forging. Any deflated item that leaves the deflated creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

For every 2 additional units of æther bound to this forging, you decrease the target's size by an additional category. This grants an additional +2 Dexterity, -4 Strength, -1 natural armor bonus, and the normal adjustments to attack rolls and AC from decreased size.

I'd put a limit on how small the target can get. It opens up the possibility of the Killer Gnome'a abilities to anyone with this class.


Æther Flux
Minimum æther: 3
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 10 minutes/level
Save: Will negates (harmless)
You swirl the æther surrounding your target, causing ripples which distort the subject's true position. This distortion grants the subject a 10% miss chance per unit of æther bound to this forging. A see invisibility spell does not counteract the effect, but a true seeing spell does. Opponents that cannot see the subject ignore this forging's effect (though fighting an unseen opponent carries penalties of its own).

So it starts out at 30%, and can get up to 100%? That might be a bit much.


Æthereal Fortification
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
You bolster the target's natural fortitude with a healthy dose of æther. The target gains a number of temporary hp equal to the number of units of æther bound to this forging times your forger level, which last for the duration of the forging or until used up. Once the temporary hp have been used up, this forging unforges automatically, returning the æther to your pool one round later.
My only concern with this is in combination with the Æther Conduit and Æthereal Fortitude, in which you could get 400hp (at level 20) and still have some æther for other effects (since you'd use up the æther from the æther conduit feat to fuel part of the æther fortitude feat).

400 HP, that all :smallwink:


Æthereal Inflation
Minimum æther: 2
Range: Touch
Target: One creature
Duration: 10 minutes/level
Save: Fortitude negates
You inflate the æther within your target's body, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength and a -2 size penalty to Dexterity (to a minimum of 1). The creature's natural reach and size bonus to AC and attack rolls change as per this table (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). This forging does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it — the forging cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the forging. Melee and projectile weapons affected by this forging deal more damage. Other magical properties are not affected by this forging. Any inflated item that leaves an inflated creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.

For every 2 additional units of æther bound to this forging, increase the target's size by an additional category. This grants an additional +4 Strength, -2 Dexterity, +2 Constitution, +1 natural armor bonus, and the normal adjustments to attack rolls and AC from increased size.

I'd put a limit on it. This is good, especially for trippers and grapplers.


Ætherfire Aura
Minimum æther: 1
Range: Touch
Target: One touched creature
Duration: 1 minute/level
Save: None
Your target is wreathed in nearly invisible flames of rippling æther. Any attacks your target makes for the duration of the forging deal +1d4 force damage. Each additional unit of æther bound to this forging increases the bonus damage by +2d4.

I do like this ability, however I'd reduce it to 1d4. This would especially be good on a ranged ætherforge, especially with splitting and rapid shot.


Æther Fog
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Area: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Save: None
You exert your will and cause a region of normally invisible æther to become visible, producing a soft white mist which reduces visibility. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Every additional unit of æther bound to this forging increases the radius and height of the fog by 20 feet.
Does this obscure the ability to see past magical darkness too? Otherwise its good :smallcool:


Æther Fortress
Minimum æther: 2
Range: Close (25 feet + 5 ft/2 levels)
Effect: One extradimensional space
Duration: 1 hour/level
Save: None
You fold yourself into a large pocket into the æther, creating an extradimensional space that you and others can enter. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. You can fit up to 6 Medium or smaller creatures, 2 Large creatures, or 1 Huge creature inside. Spells, forgings, or similar effects cannot be produced across the extradimensional interface unless they work across planes; nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window, in the space where you created the fortress entrance. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the forging ends. (Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.) For every additional unit of æther you bind to this forging, the number of creatures the space can hold doubles.

Seems good.


Æther Implosion
Minimum æther: 7
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: Fortitude negates
You contract the æther suffusing your target's body, causing it to implode. If your target fails the Fortitude save, it dies immediately. For every additional unit of æther you bind to this forging, you may affect an additional target within range.
A save or die at will. It might just be me but I dislike these, simply for the fact that they can be spammed until the foe rolls a 1 on his save, especially where this one can target multiple foes. Perhaps a save or suck instead?


Æther Jump
Minimum æther: 3
Range: Medium (100 feet + 10 ft/level)
Target: One willing creature touched
Duration: Instantaneous
Save: None
You transform your target into a stream of invisible æther, and they reappear in a different location. This forging instantly teleports the touched creature to any point within range. The target arrives at exactly the spot you desire — you may either visualize the area, or stated a direction and distance (e.g., “900 feet straight downward,” or “upward to the northwest, 45-degree angle, 1,200 feet”). The target can bring along objects as long as their weight doesn’t exceed the target's maximum load. If the target arrives in a place that is already occupied by a solid body, it takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the forging simply fails. Each additional unit of æther bound to this forging doubles the range the touched creature can teleport.

I'd say add a will save to negate, to allow this to be used offensively. But it's up to you. Otherwise good!


Æther Launch
Minimum æther: 2
Range: Medium (100 ft + 10 ft/level)
Target: One or more objects or creatures with a total weight of 100 lb. or less
Duration: Instantaneous
Save: Reflex negates or Reflex negates (object); see text
You send a swirl of æther to pick up and hurl one or more objects or creatures, sending them in a deadly hail at your foes — or simply by hurling your foe. You can hurl one object or creature per forger level (maximum fifteen separate targets), as long as all are within the forging's range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Wisdom modifier to the attack roll instead of your Dexterity modifier.

Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Reflex saves to negate the effect, as are those whose held possessions are targeted by this forging. If you use this forging to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Increase the total weight limit by 50 pounds for every additional unit of æther you bind to this forging.
It's raining Gnomes! :smalltongue:

I'd allow additional æther spent to increase the damage, even if it's just a minor amount.

Æther Passage
Minimum æther: 6
Range: Touch; see text
Effect: 5-foot by 10-foot passage, 1 foot deep per level
Duration: 1 hour/level
Save: None
You create a tunnel of æther through a wall or other barrier. The tunnel is 5 feet wide and 10 feet high, and extends for 1 foot per forger level through the barrier. This tunnel passes through natural materials of all kinds with no difficulty, though it cannot pass through magical effects (such as a wall of force); if the tunnel reaches such an effect before extending to its full depth, it ends at the magical barrier and goes no further. If the wall’s thickness is more than the depth of the passage created, then a single instance of this forging simply makes a niche or short tunnel. Several of these forgings can then form a continuing passage to breach very thick walls. When this forging ends, creatures within the tunnel are ejected out the nearest exit. If someone dispels the forging or you unforge it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one. For every additional unit of æther bound to this effect, the size of the tunnel doubles in all dimensions.
I'd allow it to work through magical effects, excluding the wall of force. It still good either way though.


Æther Piston
Minimum æther: 5
Range: Medium (100 ft + 10 ft/level)
Area: 5 foot radius cylinder, 100 feet high
Duration: 1 round
Save: Fortitude partial
You violently contract the æther in a narrow cylinder, increasing the gravity to a possibly fatal degree. All movement speeds within the area are reduced to 0; creatures caught within the cylinder are unable to make attacks, and are denied their Dexterity bonus to AC. Any creature flying in the area via a natural fly speed instead of by a spell or similar effect is forced to the ground, and takes 1d6 damage for every 10 feet it falls. Creatures within the area must make a Fortitude save or be instantly crushed, taking 2d6 points of damage per level. Each additional æther you bind to this forging increases the radius of the effect by 5 feet.

The damage seems to be a little high (then again it's the same as disintegration). Then again you can increase the size of this. I'd reduce the damage to 1d6 per level, and allow the fortitude save to negate part of the effect. Otherwise this could be spammed on the boss or other single opponent and they can't do a thing.


Æther Pressure
Minimum æther: 6
Range: Long (400 feet + 40 ft/level)
Area: 30 foot radius emanation
Duration: 1 round/level
Save: Fortitude partial; see text
You slowly increase the density of æther in an area, increasing the gravity and causing damage to the creatures inside. All movement speeds within the area are reduced to 5 feet; any creature wearing medium or heavier armor or carrying a medium or heavy load must make a Strength check against the DC of this forging to move. Any creature flying via a natural fly speed instead of by a spell or similar effect is forced to the ground. Creatures within the area must make a Fortitude save or be denied their Dex bonus to AC. All attacks made by creatures within the area suffer a -2 penalty as their weapons are much heavier than expected. In addition, this forging deals bludgeoning damage each round on your turn to creatures within the area of effect, starting at 1d4 on round 1 and increasing by 1d4 every round for the duration. Whenever a creature takes damage from this forging, it may make a Fortitude save for half damage. Creatures who enter the area of effect take damage based on when the forging began, not when they enter (for example, a creature who enters at round 6 will take 6d4 damage that round). For every additional unit of æther you bind to this forging, increase the damage die by 1 step (1d4->1d6->1d8->1d10->1d12->1d20).
Powerful, although best for suppressing a group since your allies would be affected too.


Æther Probe
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Area: Cone-shaped burst
Duration: Instantaneous
Save: None or Will negates; see text
You pluck a thread of æther and use the resonance to identify magical effects. You know the location and power of all magical auras within the area of effect. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

In addition, you may choose one aura among those you discover to analyze more fully. If the aura you choose is an active spell effect, you learn the spell, its effect, and its caster level. If instead the aura belongs to a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object beyond the strength (and possibly school) of the aura. An object that makes its save cannot be affected by this forging for 24 hours; you gain no information if you attempt to analyze an artifact. For every additional unit of æther that you bind to this forging, you may analyze one additional aura.
Sounds good.


Æther Puppet
Minimum æther: 5
Range: Medium (100 feet + 10 ft/level)
Target: One Medium or smaller creature
Duration: Concentration, up to 1 min./level
Save: Fortitude negates
You form æther into a form-fitting sheathe, which allows you to control the actions of any creature that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but you cannot operate internal anatomy such as the vocal cords or heartbeat. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this forging ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this forging cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus. Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so. Every additional unit of æther you bind to this forging allows you to affect a creature one size category larger.
Seems good.


Æther Push
Minimum æther: 1
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: None
You fire a ray of æther directly at your target, forcing it backwards in a burst of invisible energy. Make a bull rush attempt against the creature, using a ranged touch attack to initiate the bull rush (the target cannot make an attack of opportunity against you). Treat the forging as a Medium creature with a Strength modifier equal to your Wisdom modifier, except that the forging can attempt to bull rush creatures of any size. An special bonuses you gain when making bull rush attempts (other than size or Strength bonuses) apply to the opposed Strength check. For each additional unit of æther bound to this forging, treat the æther push as one size category larger.
Seems good.


Æther Recall
Minimum æther: 6
Range: 0 feet; see text
Effect: 5-foot radius circle of æther
Duration: Permanent until discharged
Save: None
You form a small circle of æther on the ground. When you unforge this forging, as long as you are on the same plane and within 10 miles per forger level, you and creatures or objects you touch are instantly teleported to the location of the circle, as the greater teleport spell. If you desire, you may instead unforge this forging normally with no effect. For each additional unit of æther bound to this forging, the maximum range of recall is multiplied by 10.
What happens if this is dispelled? Otherwise it's good.


Æther Redirection
Minimum æther: 3
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 10 minutes/level
Save: None
You cause the æther in a cloud surrounding your target to move in different directions, changing the direction of the target's personal gravity. The target can travel on any solid surface as though that surface possessed its own gravity (for example, the subject could walk or even run up a wall as though the wall were a perfectly level floor). The subject can switch "down" as often as he likes during the duration of the forging, though only once per round, as a free action. Unattended objects fall, as normal.

The target of æther redirection can fly by choosing a solid surface and letting himself fall through the air toward it. A creature "flying" in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity. A character falling in this fashion loses all "downward" momentum when he changes his gravity. For each additional unit of æther you bind to this forging, the speed of "flight" increases by 10 feet, and the subject can make one additional change of direction per round as a free action.
Seems good.

bindin garoth
2012-09-22, 02:39 PM
Had to split up the reply in 2 posts.....

Forgings comments continued:



Æther Redirection, Forced
Minimum æther: 4
Range: Range (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Save: None; see text
You cause the æther in a cloud surrounding your target to move directly upward, causing the target's personal gravity to reverse direction. The creature falls upward to a height of 5 feet per Forger level, arriving at the full height in 1 round. If some solid object (such as a ceiling) is encountered in this fall, the creature strikes it in the same manner as it would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the forging ends. At the end of the forge duration, the affected creature falls downward.

Provided it has something to hold onto, the target can attempt a Reflex save to secure itself when the forging takes effect. If the target can fly or levitate, it can keep itself from falling. Each additional unit of æther bound to this forging allows it to affect an additional creature within range.

Seems good.


Æther Reinforcement
Minimum æther: 1
Range: Touch
Target: One suit of armor or clothing
Duration: 1 hour/level
Save: None
You create a thin coating of æther around a suit of clothing or armor or a shield, reinforcing the substance and granting a +2 enhancement bonus to the armor bonus (regular clothing has an armor bonus of +0). Each additional unit of æther you bind to this forging increases the enhancement bonus by +1.
Good.


Æther Retribution
Minimum æther: 4
Range: Touch
Target: One touched creature
Duration: 10 minutes/level
Save: None
You construct a net of æther around your target, capturing incoming energy and redirecting it at attackers. When you bind æther to this forging, choose one of the following energy types: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the chosen energy type. In addition, whenever the subject resists damage due to this forging, the next creature to successfully deal damage to the subject with a melee attack takes an equal amount of energy damage of the same type, as long as the attack was made within 1 minute of the original damage. For example, an ætherforge protected from acid damage by this forging suffers 3 attacks in one round, each of which deals 12 acid damage. Each attack is reduced by 10 due to the resistance; the next creature within 1 minute to strike the ætherforge with a melee attack takes 30 acid damage in return (assuming no further acid damage is absorbed by the forging). If no melee attacks have been made against the subject within 1 minute, the captured energy fades away harmlessly. Every additional unit of æther bound to this forging increases the energy resistance by 3.
I like it. It's good as is.


Æther Revelation
Minimum æther: 3
Range: Touch; see text
Target: One creature
Duration: 10 minutes/level
Save: None
The subject suddenly becomes sensitive to disturbances in the æther, achieving preternatural awareness. The subject can sense everything out to a range of 60 feet, ignoring invisibility, darkness, and concealment, though the subject must have line of effect to a creature or an object to discern it. The target need not make Spot or Listen checks to notice creatures; it can detect and pinpoint all creatures within 60 feet. Each additional unit of æther bound to this forging increases the range of the awareness by 10 feet.

How does this interact with the Darkstalker feat?


Æther Rip
Minimum æther: 8
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous; see text.
Save: None
You tear æther out of your target, damaging it significantly and increasing your æther pool. Make a ranged touch attack against your target; if you succeed, the target takes damage equal to half its current hit point total, and you add 1 temporary unit of æther to your pool per 3 HD of your target, which last for a number of rounds equal to your Wisdom modifier. Temporary æther units gained from multiple uses of this forging do not stack; use the greater number. Any forgings using these temporary units of æther automatically end when the temporary æther expires. Every additional unit of æther bound to this forging increases the duration of the temporary æther by 2 rounds.
Interesting. Doing half HP instead of flat out damage. It seems good.


Æther Shard
Minimum æther: 1
Range: Close (25 feet + 5ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Save: None
You crystallize a shard of æther and send it hurtling toward your opponent. Make a ranged touch attack; if it succeeds, your target takes 1d6 force damage per level, up to a maximum of 4d6. For every additional unit of æther you bind to this forging, increase the maximum damage cap by 3d6.

It's good, considering the limited amount of æther you have is limited. I like how you handled the increasing of the damage.


Æther Spiral
Minimum æther: 8
Range: Personal
Area: 5 ft/level radius emanation, centered on you
Duration: Instantaneous; see text
Save: None
You draw in a large spiral of æther, destroying magical effects and absorbing the energy which powered them. This forging creates an area dispel within the area of effect, as per greater dispel magic, using your forger level as the caster level for the dispel attempt. This area dispel does not affect you, your equipment, or any magical effects on you. For each magical effect that you dispel, you add 1 temporary unit of æther to your pool (up to a maximum number of temporary units equal to your Wisdom modifier), which lasts for a number of rounds equal to your Wisdom modifier. Temporary æther units gained from multiple uses of this forging do not stack; use the greater number. Any forgings using these temporary units of æther automatically end when the temporary æther expires. Every additional unit of æther bound to this forging increases the duration of the temporary æther by 2 rounds.
What about magical items that are suppressed? Do you get æther for it?


Æther Spy
Minimum æther: 3
Range: Long (400 feet + 40 ft/level)
Effect: Magical sensor
Duration: 1 minute/level
Save: None
You attune yourself to the æther field around you with incredible precision, using it to conduct information from elsewhere. This forging creates an invisible magical sensor at a specific location that enables you to sense almost as if you were there, with your full range of natural senses (but not magical ones). You don’t need line of sight or line of effect, but the locale must be known — a place familiar to you or an obvious one. Once you have selected the locale, you can experience the sensor's surroundings at a radius of 20 feet in all directions. You can move the sensor at a speed of up to 60 feet, but the forging ends if the sensor moves beyond the range of the forging. This forging functions only on the plane of existence you are currently occupying. For every 2 additional units of æther you bind to this forging, the radius of the area that the sensor detects increases by 10 feet, and the range of the forging increases by a factor of 10.

What about if you have blindsense/sight past the 20ft?


Æther Stasis
Minimum æther: 6
Range: Touch
Target: One creature or object touched
Duration: Permanent or 1 minute/level; see text
Save: Will partial
You collapse æther around your target, freezing them in time. You can affect a Tiny or smaller creature or object with this forging; the target makes a Will save. If successful, the creature partially avoids the stasis field and is slowed for 1 minute per forger level. However, on a failed save, the subject enters into a state of suspended animation -- time ceases to flow and its condition becomes fixed. An affected creature does not grow older, and its body functions virtually cease. The target is not aware of its surroundings or of any time passing. No spell, attack, or other effect can affect the target. In addition, the target is hidden from view by the enclosing æther; it cannot be seen, touched, or sensed in any other way while under the effects of this forging, except via senses or effects which make use of æther (such as an ætherforge's Æthereal View or Æthereal Awareness class features, or the Æther Probe forging). The target is immune to divinations as per the mind blank spell.

A creature or object in stasis may only be freed if the forging is dispelled, or unforged via freedom, wish, or similar effects. Once a creature is freed, it returns to the timestream none the worse for wear, though having missed all that took place while it was in stasis. In such a case, the æther bound to this forging returns to your pool one round later, as normal. If you use this forging on yourself, you may set conditions (as per the contingency spell) under which this forging unforges itself, returning you to the timestream automatically.

For each additional unit of æther bound to this forging, increase the size of creature or object you can affect by one category.
Slowed 1min/level on a successful save seems a bit strong. This is basically a no save just suck ability. How about Slowed for 1 round or 1d4 rounds?


Æther Static
Minimum æther: 4
Range: Personal
Area: 10 ft/level radius emanation, centered on you
Duration: 10 minutes/level
Save: None
You cause turbulence in the æther in an area, disrupting magical effects. Any creature attempting to cast a spell, manifest a psionic power, or use a spell- or psi-like ability must make a caster level or manifester level check (whichever is appropriate) against the save DC of this forging to do so; failure means the spell, power, or ability fails to work. Each additional æther you bind to this forging increases the save DC by +1.
Interesting. I like it.


Æther Storm
Minimum æther: 6
Range: Long (400 feet + 40 ft/level)
Area: 5 ft/level radius spread, 40 feet high
Duration: 1 round/level
Save: None
You cause violent turbulence in the æther over a large area, disrupting the life force of creatures inside. Any creature caught in the area when this forging begins, or who enters the area at any time during the duration, receives 1d4 negative levels. If an affected creature has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, an affected spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack, but a given creature can only be affected by this forging once (a creature is not affected on a successful save).

Assuming the subject survives, it regains lost levels after a number of hours equal to your forger level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from this forging don’t last long enough to do so. Each additional æther you bind to this forging increases the number of negative levels by 1.
Considering its long range and no save, it seems a little strong. Fort save for half at least? Considering you could spam this to kill a foe.

The text mentions a save, but the stats above say nothing about it.



Æther Trap
Minimum æther: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature (see text)
Duration: 1 minute
Save: Reflex negates
You forge a cage of translucent energy around a single target of Small or Medium size, trapping them inside if they fail a Reflex save. For each additional æther you bind to this forging, you may extend the duration by 1 minute; alternatively, for every two additional æther you bind, you can either trap a target one size category larger than Medium or smaller than Small, or trap an additional target adjacent to the first.

What can they/can't they do if they are trapped?


Æther Vacuum
Minimum æther: 9
Range: Medium (100 ft. + 10 ft/level)
Area: 20-ft-radius emanation centered on a point in space, and 40-ft-radius emanation centered on the same point; see text
Duration: 1 round; see text
Save: Reflex negates; see text
You create a vortex in the field of æther itself that sucks all loose material and living creatures into it, sending them into a bewildering maze. This forging has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the forging's point of origin. Within that area, all creatures, and unattended objects weighing 100 pounds or less are sucked into the vortex.

The vortex also creates a windstorm of air that affects objects and creatures in the secondary area of the forging. The secondary area is all the space farther than 20 feet from the forging's point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the vortex. Individuals within the secondary area must make a Reflex saving throw; those who fail are sucked into the primary area. Individuals who succeed on the Reflex save can move and attack as normal.

Any creatures and objects sucked into the vortex are shunted into an extradimensional labyrinth of æther. Each round on their turn, creatures may attempt an Intelligence check (DC equal to the DC of this forging) to escape the labyrinth as a full-round action. If the creatures cannot escape, the maze disappears after 10 minutes, forcing all remaining creatures and objects out. Creatures trapped in the labyrinth have no contact with each other. On escaping or leaving the maze, creatures and objects reappear where they had been when sucked into the vortex. If a creature's location is filled with a solid object, the creature appears in the nearest open space.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the labyrinth, although a plane shift spell or similar allows a trapped creature to exit to whatever plane is designated in that spell. Each additional unit of æther that you bind to this forging increases the DC by +1 and adds 1 minute to the duration of the labyrinth.
So no save for those within 20ft, only a save if they are within 20-40ft?


Chains of Æther
Minimum æther: 7
Range: Medium (100 feet + 10 ft/level)
Area: 20-foot-radius burst
Duration: 1 round/level
Save: None
You call ropy strands of æther into being in an area, binding fast around the creatures caught inside. Every creature within the area of the forging must make a grapple check, opposed by the grapple check of the chains. Treat the chains attacking a particular target as a Huge creature with a base attack bonus equal to your forger level and a Strength modifier equal to your Wisdom modifier. The chains are immune to all types of damage, but do not deal any damage to creatures caught in the grapple, only holding them. Any creature that enters the area of the forging is immediately attacked by the chains. Even creatures who aren’t grappling with the chains may move through the area at only half normal speed.

Because the chains are made of pure æther, they hold creatures trapped inside with more metaphysical force than real chains. Any creature grappled by the chains is affected as if by the dimensional anchor spell. In addition, the chains can eve grapple creatures affected by freedom of movement or similar abilities, though such creatures receive a +5 bonus on grapple checks against the chains. The freedom spell still frees creatures who are bound by the chains of æther. For each additional unit of æether you bind to this forging, the radius of the burst increases by 10 feet and increase the effective size of the chains (from Huge to Gargantuan, etc.).
I'd put some kind of immunity for yourself in the area. Are those who free themselves but still remain in the area re-grappled next round?


Essence of Æther
Minimum æther: 2
Range: Touch
Target: One touched creature
Duration: 1 hour/level
Save: None
You infuse your target with æther, increasing their natural aptitudes. Choose one of your target's ability scores; that ability score gains a +4 enhancement bonus. For each additional unit of æther bound to this forging, you may choose an additional score to gain a +4 enhancement bonus.

It's good.


Infuse Æther
Minimum æther: 7
Range: Personal
Area: 10 foot radius emanation, centered on you
Duration: 1 round/level
Save: None
You infuse the area around you with æther, returning magical power to an area which had none. Unlike other forgings, this forging can be used in an antimagic field or dead magic zone, and allows magical effects to be used normally. However, the amount of æther available is relatively small; only forgings requiring 1 unit of æther, spells of 1st level or lower, or equivalent magical effects can be produced within the area. (If there is no restriction on producing magical effects, this forging does nothing.) For each additional unit of æther bound to this forging, the spell level equivalent (or maximum units of æther bound to a forging) increases by 1.

Interesting! Limited use but good when it's needed.


Mindspike of Æther
Minimum æther: 4
Range: Close (25 feet + 5 ft/2 levels)
Target: One creature/level
Duration: 1 round/level
Save: Will partial
By injecting a broad spike of æther into the heads of your targets, you disrupt their thought processes. Each targeted creature must make a Will save or suffer 2d4 Intelligence damage. In addition, all targets suffer a -6 penalty to Wisdom- and Charisma-based skill checks (no save). Each additional unit of æther you bind to this forging increases both the Intelligence damage and the skill check penalty by 2.
You can shut down foes completely with the intelligence damage, especially those with already low damage. Perhaps can only be affected once?


Wall of Æther
Minimum æther: 3
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 minute/level
Save: None; see text
You forge an invisible vertical curtain of swirling æther. It takes the shape of a 2-foot-thick, silent disturbance in the air that causes difficulty to creatures and objects trying to move through it. Its strength is sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Small or smaller flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in the wall of æther. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square walls of æther to enclose specific points. For every two additional units of æther bound to this forging, the wall prevents passage by flying creatures of one size larger.
What about creatures on the ground? Can they pass through normally?


Weapon of Æther
Minimum æther: 1
Range: Close (25 feet + 5 ft/2 levels)
Effect: Weapon made of æther
Duration: 1 minute/level
Save: None
You forge æther into the form of a simple or martial weapon of your choice, which you direct to attack opponents at a distance. The weapon deals 1d8 force damage per hit, and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round that you forge it and continuing each round thereafter on your turn. Its base attack bonus is equal to your Forger level (possibly allowing it multiple attacks per round in subsequent rounds), and it has a Strength modifier equal to your Wisdom modifier. As a force effect, it can damage creatures that have damage reduction, and can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the range of the forging, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if its base attack bonus would allow it to do so. Even if the chosen weapon is a ranged weapon, use the range of the forging, not the weapon’s normal range increment, and switching targets still is a move action.

The weapon of æther cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affect it. The weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). For every additional æther you bind to this forging, the weapon gains a +1 enhancement bonus to attack and damage rolls, and its touch AC increases by +1.

Seems good. Yay for Wis SADness!


Closing thoughts:
This is definitely a defensive caster/gish. It has good battlefield control/buffs, and does decent damage. The amount of æther it possesses seems a bit light, although its hard to judge untill it's actually playtested.

Can you have multiple instances of the same effect at a time?

Considering it's limits by forgings and æther, i'd rate it a mid-tier 3.

Possible other forgings:
-A battlefield-type forging that changes the terrain to your advantage.
-An AoE blast forging

Feats:
Perhaps a combination between this and Incarnium? A multiclass feat allowing the crossover of use of Essentia and æther?

A Dual progression PRC of this and spellshaping with a focus on unseen impetus?

That is all :smalltongue:

M. Mayonnaise
2012-09-22, 04:10 PM
About the in-depth PEACH above... you have a lot of really insightful comments, but if I can throw in my own 2 cents, I think some of the forgings you wanted to power down (like the save-or-dies and the no-save slow one) are fine as-is. I feel like they may push the class into low tier 2 (maybe?) but that's actually a balance point I like. Guess I just play with too many sorcerers, psions, and wizards.

Also, sirpercival, about the Quicken Forging ability (the feat and similar class feature): do you double the cost before or after applying other factors?

bindin garoth
2012-09-22, 04:39 PM
About the in-depth PEACH above... you have a lot of really insightful comments, but if I can throw in my own 2 cents, I think some of the forgings you wanted to power down (like the save-or-dies and the no-save slow one) are fine as-is. I feel like they may push the class into low tier 2 (maybe?) but that's actually a balance point I like. Guess I just play with too many sorcerers, psions, and wizards.

Also, sirpercival, about the Quicken Forging ability (the feat and similar class feature): do you double the cost before or after applying other factors?

My main problems with save or dies is that there is no inbetween. It either:

1. Completely defeats a foe, with not tactics, no teamwork.
OR
2. Waists your turn.

In either case there are problems, especially if that foe is say the final boss or similar. In the first case, it can feel like none of your team members contributed. In the second one, it can feel like you're doing nothing, especially if they keep on making their saves.

At least with save-or-sucks, the foe has a chance to escape still (with some help perhaps) or your team members can help finish off the foe. A no-save Slow, like the one above, fits into this category too. Its just that slow is already such a powerful debuff.

Even if the above isn't changed, I'd still rank them at tier 3, as they don't actually break anything. It just allows for some simple tactics that have the problems posted above. And yes, I know that WoTC has published some at-will save or dies (Binder and Totemist immediately come to mind), however that doesn't mean its necessarily a good idea. After all they did publish the Truenamer :smalltongue:

But to each their own, it was simply a suggestion. End rant :smalltongue:

Tacitus
2012-09-23, 12:47 AM
A few brief things.

Half your Forger level in any one Forging, rounded up or down? (Answered in the feats section, but still, not mentioned in the class description)

There is currently no text that restricts you from learning, say, Ætherblade at first level, other than the logical argument that you couldn't use it. With Force Aether could it be learned and used at 12th level?

Aether does look a little sparse, and after starting to build a 10th level Aetherforge I'm starting to find that the higher you go, the less resources that you feel like you have, which is kinda backwards.

I had one or two other comments, but suddenly can't remember them. X.x

sirpercival
2012-09-23, 07:33 AM
{lots of PEACH} I will address this soon, thank you so much!


A few brief things.

Half your Forger level in any one Forging, rounded up or down? (Answered in the feats section, but still, not mentioned in the class description) I actually was in the main section, but was hidden because I slightly changed the terminology shortly after writing the sentence, and didn't fix it. It has been fixed (by changing two words). ;)


There is currently no text that restricts you from learning, say, Ætherblade at first level, other than the logical argument that you couldn't use it. With Force Aether could it be learned and used at 12th level? Correct.


Aether does look a little sparse, and after starting to build a 10th level Aetherforge I'm starting to find that the higher you go, the less resources that you feel like you have, which is kinda backwards. Yes... this was one of the things that I decided would need to be figured out via playtest. There are at least 3 ætherforges joining PbPs that I know of (one of them mine, in a Tome game), so hopefully with that feedback I can figure out a good progression.


I had one or two other comments, but suddenly can't remember them. X.x I hate it when that happens! :)

sirpercival
2013-01-23, 10:39 AM
Dwærrow

"Some like gold, and jewels, and ale… but they don't understand the true energy of the world, the æther. It's that energy that makes up mountains and earth, fire and metal. And ale."

Dwærrow are a type of dwarf closely related to the dream dwarf. They feel the energy flows of the underlying Universe naturally.

DWÆRROW RACIAL TRAITS
-2 Dex, +2 Con, +2 Wis, -2 Cha: Like all dwarves, dwærrow are hardy and gruff. However, they spend so much time being aware of energy that their reaction time is lessened.
Medium: As Medium creatures, dwærrow have no special bonuses or penalties due to their size.
Humanoid (Dwarf): Dwærrow are Humanoids with the Dwarf subtype.
Like other dwarves, dwærrow base land speed is 20 feet, but they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision 60 feet.
Æthercraft (Su): A dwærrow gains a pool of 1 unit of æther, which he can bind to forgings or feats that he knows. If he has an æther pool from another source, instead that pool increases by 1 unit. This ability counts as the Æther Forging class feature for the purposes of meeting prerequisites, though the dwærrow has no Forger Level without taking a level in a Forging class.
Æthersense (Su): Dwærrow can sense eddies in the æther, which alerts them to the presence of magic. This ability works like Blindsense, except that a dwærrow can only sense creatures who have cast spells, used spell-like abilities, forged æther, or produced similar effects within the last round. This ability functions at a range of 30 feet, and does not rely on sight or hearing.
+2 racial bonus on saving throws against poison, as well as on saving throws against spells and spell-like effects.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Language: Common, Dwarven. Bonus Languages: Draconic, Elven, Gnome, Terran, Undercommon.
Favored Class: Ætherforge.

STARTING AGE
Adulthood: 40 years
Barbarian, Rogue, Sorcerer: +3d6
Bard, Fighter, Paladin, Ranger: +5d6
Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
Middle Age: 125 years
Old: 188 years
Venerable: 250 years
Maximum Age: +2d% years

HEIGHT AND WEIGHT
Base Height: Male 3'7", Female 3'5"
Height Modifier: +2d4
Base Weight: Male 140 lbs, Female 115 lbs
Weight Modifier: x(2d6)
Dwærrow are slightly shorter and stockier than other dwarves.

JoshuaZ
2013-01-23, 03:35 PM
This class and its mechanics are... just awesome. This is incredibly well done. It is in many ways similar to incarnum without the suck. I now want to go make feats and PrCs for this, so many ideas. This is one of the most original pieces of balanced homebrew I've seen in a long time.

sirpercival
2013-01-23, 03:38 PM
This class and its mechanics are... just awesome. This is incredibly well done. It is in many ways similar to incarnum without the suck. I now want to go make feats and PrCs for this, so many ideas. This is one of the most original pieces of balanced homebrew I've seen in a long time.

Thank you!!

I wrote the Dwærrow today because I'm making one of these for a campaign and despaired of finding a good +Wis race for it. Lol.

Then, in the process of looking for my notes, I discovered 5 more forging ideas that I never wrote up. Jackpot! Those'll be included soon. (I hope I have enough room for them all...)

Deviston
2013-01-23, 07:31 PM
First: Original Poster of Dune. Had to get that out of my system.

Now, excellent class! Very impressive and I have several expanding ideas for you (that I think you have already or will come to on your own) if you want to hear them. Too bad it's not 3.75, then I could play it in an upcoming game!!

sirpercival
2013-01-23, 08:00 PM
First: Original Poster of Dune. Had to get that out of my system. ???


Now, excellent class! Very impressive and I have several expanding ideas for you (that I think you have already or will come to on your own) if you want to hear them. Too bad it's not 3.75, then I could play it in an upcoming game!! Thank you! I'm happy to hear your ideas.

What would it need to convert it to 3.75? I'm sure I could whip up a version for you relatively quickly.


I'm thinking about using a version of these mechanics for the Gerudo Dragmire in my Heroes of Hyrule project, as well.

Amechra
2013-01-23, 08:00 PM
3.75 being what exactly?

Deviston
2013-01-23, 08:12 PM
Wow brain fart to the extreme. For some reason I read God Imperror as the OP. Very odd. That was the joke, God Imperror of Dune, so... 10 fail points for me.

Also, 3.75 is Pathfinder.

sirpercival
2013-01-23, 08:15 PM
Wow brain fart to the extreme. For some reason I read God Imperror as the OP. Very odd. That was the joke, God Imperror of Dune, so... 10 fail points for me.

Also, 3.75 is Pathfinder.

Oh, I see. Yeah, I know very little about Pathfinder... but I'll ask some folks I know who know it better what would be required. (They regularly include PF conversion notes for their homebrew, for example.)

Deviston
2013-01-23, 09:22 PM
Oh I would greatly appreciate it but I'm in no way trying to make you do extra work. I was just commenting, but if you plan to I certainly won't be upset hahah!

sirpercival
2013-01-24, 12:50 PM
Oh I would greatly appreciate it but I'm in no way trying to make you do extra work. I was just commenting, but if you plan to I certainly won't be upset hahah!

OK, PF conversion notes included in the 4th post. Hopefully that helps!

Deviston
2013-01-24, 06:49 PM
Interesting. I am going to make a couple of observations.

1) d4 hp doesn't exist in Pathfinder and in every d4 hp instance it is bumped up to d6. Other hp dice are left the same. By that evidence, the d8 should sit where it is.

2) The classes in Pathfinder gain an effect at every level. Your class already does obviously. However, your class is balanced for 3.5 and Pathfinder is inherently stronger (but not by much). I am working on a minor addition to the class (which I really would like you to critique if you wouldn't mind) which would serve greatly as the minor bump in power for 3.5 to 3.75 conversion.

sirpercival
2013-01-24, 06:55 PM
Interesting. I am going to make a couple of observations.

1) d4 hp doesn't exist in Pathfinder and in every d4 hp instance it is bumped up to d6. Other hp dice are left the same. By that evidence, the d8 should sit where it is. OK, I took out the HD change.


2) The classes in Pathfinder gain an effect at every level. Your class already does obviously. However, your class is balanced for 3.5 and Pathfinder is inherently stronger (but not by much). I am working on a minor addition to the class (which I really would like you to critique if you wouldn't mind) which would serve greatly as the minor bump in power for 3.5 to 3.75 conversion. Sure, I'd be happy to take a look at it. If it works, I'll add it to the conversion notes.

JoshuaZ
2013-01-27, 11:17 PM
By the way are you going to expand on the forgings? There are a few like Rip that don't seem to be described yet even though it is listed in the summary list.

Edit: Never mind. I'm incompetent. Disregard.

sirpercival
2013-01-28, 01:17 AM
By the way are you going to expand on the forgings? There are a few like Rip that don't seem to be described yet even though it is listed in the summary list.

Edit: Never mind. I'm incompetent. Disregard.

Haha, no worries. As it turns out, I do have a couple more to add, though I haven't gotten around to writing them yet.

sirpercival
2013-02-11, 02:09 PM
Due to some playtest feedback, I've increased the size of the æther pool drastically.

JoshuaZ
2013-02-11, 04:28 PM
Due to some playtest feedback, I've increased the size of the æther pool drastically.

Hmm, should you maybe then also increase how much æther is given by the æther conduit feat?

sirpercival
2013-02-11, 04:53 PM
Hmm, should you maybe then also increase how much æther is given by the æther conduit feat?
Good call, I've done that.

By the way, didn't you say you were going to write some stuff for this?? :smallbiggrin::smalltongue:

JoshuaZ
2013-02-11, 04:57 PM
Good call, I've done that.

By the way, didn't you say you were going to write some stuff for this?? :smallbiggrin::smalltongue:

Yes, I will. But right now thesis is unfortunately taking priority.

sirpercival
2013-02-11, 05:00 PM
Yes, I will. But right now thesis is unfortunately taking priority.

Oh my, I hear ya. Similar pains, man.

Deviston
2013-02-19, 09:31 PM
Hey man, long time no reply. Sorry bout the major delay but here is my first swing at a slight power boost.

Forging the Fringe: When you create a forging and have an unspent reserve of aether, you may apply an additional benefit as long as you maintain the reserve. If the reserve is depleted, the benefit is lost immediately. If the effect is not measured with a duration, the benefit is applied with the forging. If the forging has a save, the benefit is applied even if the save is passed.

Æther Ablation
Reserve æther: 1
Your caster level for the purpose of penetrating spell resistance is increased by 1.
For every 3 additional points of aether bound to this forging, your caster level for the purposes of penetrating spell resistance is increased by an additional 1 point.

Æther Acceleration
Reserve æther: 4
The target of this forging gains a +10 enhancement bonus to speed.

Æther Barrier
Reserve æther: 1/ additional target
During the round you create this forging, you may select up to 1 additional target per 2 class levels to gain the benefits until the end of the round.
If you bound a total of 5 or more aether to this forging, target of this forging also gains mettle or evasion for the duration that they receive the resistance bonus.

Ætherbeast
Reserve æther: 1
Your aetherbeast gains +2 to physical ability scores.
For every 4 points you have in reserve beyond the first, your aetherbeast gains an additional +2 to physical ability scores.

Ætherblade
Reserve æther: 5
For every additional 5 points of aether you have in reserve, another blade is created with a line effect of 10 feet and deals 1d4 damage per caster level (maximum 10d4). No two blades may affect the same target.


Æther Bubble
Reserve æther: 4
The bubble is opaque and provides full concealment to anyone looking into the bubble. The bubble provides partial concealment to anyone looking out of the bubble.

Æther Cache
Reserve æther: 2
As long as you maintain a reserve of 2, your cache will not dissipate. If the 24 hour time period has elapsed without a refresh and you reduce your reserve below 2, the cache and its contents immediately dissipate.

Æther Cap
Reserve æther: 1
Mind-affecting effects that you suffer from have their effective caster level reduced by 1.

Æther Contraction
Reserve æther: 1
Effected creatures take an additional 5 foot penalty to their move speed.

Æther Diffusion
Reserve æther: 5
If you have a reserve of 5 at the time of creating this forging, the target of the effect may immediately make a move action as an immediate action or an immediate action that does not count against their number of immediate actions in a round.

Æther Dissolution
Reserve æther: 5
A random selection of effects equal to one half your class level with a caster level equal to 1/5 you class levels are dispelled without a check.

Æthereal Advantage
Reserve æther: 1
Increase the range of the effect by 10 feet.

Æthereal Deflation
Reserve æther: 6
You may target an object. This effect can be dismissed as a move action.

Æther Flux
Reserve æther: 8
Opponents must roll twice and take the worst of the two results.

Æthereal Fortification
Reserve æther: 3
Temporary hit points gained are multiplied by 1.5.

Æthereal Inflation
Reserve æther: 10
Up to two additional allies within 5 feet of the original target are effected by the base forging as long as they stay within 5 feet of the original target. If they ever leave his side, the effect immediately dissipates.

Ætherfire Aura
Reserve æther: 2 per invested æther
Attacks made against you with a melee weapon have the damage from this forging dealt to the attacker.

Æther Fog
Reserve æther: 1
You may see normally within this fog.

Æther Fortress
Reserve æther: 20
Time passes either 50 times faster or slower (chosen at the time of forging) inside the space.

Æther Implosion
Reserve æther: 4
The shockwave of the implosion deals damage to all within 10 feet equal to your caster level.

Æther Jump
Reserve æther: 6
As long as the reserve is maintained, each round following the use of the jump the target can make a teleport of up to 30 feet each round as a move action until the reserve is depleted or 3 rounds have elapsed whichever comes first.

Æther Launch
Reserve æther: 3
For each three æther in reserve you may hurl an additional object (maximum double your normal limit).

Dunkoro
2013-02-22, 02:09 AM
How about reducing the Æther pool total, but give bonus Æther points for high Wisdom?
And I'd reeeealy like to see more Æther Items, Craft Æther Item feat is kinda waste now...

DracoDei
2013-04-07, 08:15 PM
It would appear that AEther Bubble will be key for strategic transport of Big Bertha, who is huge, and weighs 16 tons.

For those who don't know what I am talking about, Big Bertha is an undead Deathless in a play-test game. 16 tons of fat (no, really, comprised of just fat, nothing else). I'd add more detail, but it wouldn't be relevant to the class.

sirpercival
2013-04-07, 08:21 PM
Oh hey, I haven't responded to stuff. Whoops...


Hey man, long time no reply. Sorry bout the major delay but here is my first swing at a slight power boost.

Forging the Fringe: When you create a forging and have an unspent reserve of aether, you may apply an additional benefit as long as you maintain the reserve. If the reserve is depleted, the benefit is lost immediately. If the effect is not measured with a duration, the benefit is applied with the forging. If the forging has a save, the benefit is applied even if the save is passed.

Æther Ablation
Reserve æther: 1
Your caster level for the purpose of penetrating spell resistance is increased by 1.
For every 3 additional points of aether bound to this forging, your caster level for the purposes of penetrating spell resistance is increased by an additional 1 point.

Æther Acceleration
Reserve æther: 4
The target of this forging gains a +10 enhancement bonus to speed.

Æther Barrier
Reserve æther: 1/ additional target
During the round you create this forging, you may select up to 1 additional target per 2 class levels to gain the benefits until the end of the round.
If you bound a total of 5 or more aether to this forging, target of this forging also gains mettle or evasion for the duration that they receive the resistance bonus.

Ætherbeast
Reserve æther: 1
Your aetherbeast gains +2 to physical ability scores.
For every 4 points you have in reserve beyond the first, your aetherbeast gains an additional +2 to physical ability scores.

Ætherblade
Reserve æther: 5
For every additional 5 points of aether you have in reserve, another blade is created with a line effect of 10 feet and deals 1d4 damage per caster level (maximum 10d4). No two blades may affect the same target.


Æther Bubble
Reserve æther: 4
The bubble is opaque and provides full concealment to anyone looking into the bubble. The bubble provides partial concealment to anyone looking out of the bubble.

Æther Cache
Reserve æther: 2
As long as you maintain a reserve of 2, your cache will not dissipate. If the 24 hour time period has elapsed without a refresh and you reduce your reserve below 2, the cache and its contents immediately dissipate.

Æther Cap
Reserve æther: 1
Mind-affecting effects that you suffer from have their effective caster level reduced by 1.

Æther Contraction
Reserve æther: 1
Effected creatures take an additional 5 foot penalty to their move speed.

Æther Diffusion
Reserve æther: 5
If you have a reserve of 5 at the time of creating this forging, the target of the effect may immediately make a move action as an immediate action or an immediate action that does not count against their number of immediate actions in a round.

Æther Dissolution
Reserve æther: 5
A random selection of effects equal to one half your class level with a caster level equal to 1/5 you class levels are dispelled without a check.

Æthereal Advantage
Reserve æther: 1
Increase the range of the effect by 10 feet.

Æthereal Deflation
Reserve æther: 6
You may target an object. This effect can be dismissed as a move action.

Æther Flux
Reserve æther: 8
Opponents must roll twice and take the worst of the two results.

Æthereal Fortification
Reserve æther: 3
Temporary hit points gained are multiplied by 1.5.

Æthereal Inflation
Reserve æther: 10
Up to two additional allies within 5 feet of the original target are effected by the base forging as long as they stay within 5 feet of the original target. If they ever leave his side, the effect immediately dissipates.

Ætherfire Aura
Reserve æther: 2 per invested æther
Attacks made against you with a melee weapon have the damage from this forging dealt to the attacker.

Æther Fog
Reserve æther: 1
You may see normally within this fog.

Æther Fortress
Reserve æther: 20
Time passes either 50 times faster or slower (chosen at the time of forging) inside the space.

Æther Implosion
Reserve æther: 4
The shockwave of the implosion deals damage to all within 10 feet equal to your caster level.

Æther Jump
Reserve æther: 6
As long as the reserve is maintained, each round following the use of the jump the target can make a teleport of up to 30 feet each round as a move action until the reserve is depleted or 3 rounds have elapsed whichever comes first.

Æther Launch
Reserve æther: 3
For each three æther in reserve you may hurl an additional object (maximum double your normal limit).

So this stuff seems really cool, but feels really counterintuitive to me. The whole point of spending æther is to get higher-level effects, and the idea of intentionally reserving some seems odd... for this class. I've had some ideas for another forging class, though, and it's likely I'll steal a lot of this for that. :D


How about reducing the Æther pool total, but give bonus Æther points for high Wisdom? You can get bonus æther with the Æther Conduit feat, and it's based on Wisdom. Would seem redundant to me...

And I'd reeeealy like to see more Æther Items, Craft Æther Item feat is kinda waste now... Me too! Any ideas? :D


It would appear that AEther Bubble will be key for strategic transport of Big Bertha, who is huge, and weighs 16 tons.

For those who don't know what I am talking about, Big Bertha is an undead Deathless in a play-test game. 16 tons of fat (no, really, comprised of just fat, nothing else). I'd add more detail, but it wouldn't be relevant to the class. I have no idea what to do with this information... lol.

DracoDei
2013-04-07, 08:40 PM
Æther Revelation may be over powered, since it basically gives 60' blindsight. Then again Darkvision and Low-Light Vision are both 2nd level arcane spells IIRC, and this IS a level higher...

sirpercival
2013-04-07, 08:42 PM
Æther Revelation may be over powered, since it basically gives 60' blindsight. Then again Darkvision and Low-Light Vision are both 2nd level arcane spells IIRC, and this IS a level higher... It should be compared to Touchsight, actually... and maintaining it for long ties up resources (i.e., æther).

DracoDei
2013-04-07, 09:32 PM
Well, assuming Touchsight is balanced, then this is to.

Also, the resources tied up thing is the class's balance for its at-will mechanic, rather than something that balances the powers(especially the non-instantaneous ones) themselves.

Garryl
2013-04-07, 11:35 PM
More Aether items, you say?

Eyes of the Lost World: These goggles allow you to observe eddies in the aether. You gain blindsense out to 30 feet and you can see perfectly into coterminous planes within that range. You can bind aether to this item as though it was a forging you knew. For every point of aether, the range increases by 10 feet.

Sash of Oddities: This sash has a minimal sentience. It intuitively forges aether into various tools and objects. As a standard action, the wearer can reach into a pocket of the sash to draw out a mundane tool made of aether. With a successful DC 10 Craft check (any subskill will do) to mentally guide the sash into forging specific shapes, the tool will be a specific nonmagical object worth 5g or less of the wearer's choice. Otherwise, it will be a random mundane object worth less than 1g. The object remains for 5 minutes before dissipating. The sash cannot create another object until the first one dissipates, is destroyed or dispelled, or is placed back in the sash (a move action). Objects created by the sash are visibly made of aether and show telltale signs of being temporary (and often shoddy) creations.

Greater Sash of Oddities: As a Sash of Oddities, except that no Craft check is required for a specific item worth 5g or less, and with a DC 20 Craft check, the maximum value of the object instead becomes 55g. Objects created by a greater sash can last up to 1 hour and are of visibly higher quality, although they are still obviously temporary creations.

Deviston
2013-04-08, 05:45 AM
My theory was that you never plan on blowing your entire pool. Some effect are based on having a few points here and there, and other effects are greatly increased but with many points.

It allows you to gain stronger forgings when you aren't just hemoraging aether. However! Say you get in the fight with the Big Bad Bettle Borg, you can elect to disregard your reserve features and play the class like normal.

I guess... i was going for niftier effects during the normal times during the day (because you already have some reserve, so why not put it to use), but when the chips are down, you are still stronk ole you.

Dunkoro
2013-04-09, 02:51 AM
I'm planning to use this class along with the dwaerow in an upcoming game (http://www.giantitp.com/forums/showthread.php?t=278311&page=7) here on the forums.
Just thought you might want to know.

sirpercival
2013-04-09, 07:23 AM
More Aether items, you say?

Eyes of the Lost World: These goggles allow you to observe eddies in the aether. You gain blindsense out to 30 feet and you can see perfectly into coterminous planes within that range. You can bind aether to this item as though it was a forging you knew. For every point of aether, the range increases by 10 feet.

Sash of Oddities: This sash has a minimal sentience. It intuitively forges aether into various tools and objects. As a standard action, the wearer can reach into a pocket of the sash to draw out a mundane tool made of aether. With a successful DC 10 Craft check (any subskill will do) to mentally guide the sash into forging specific shapes, the tool will be a specific nonmagical object worth 5g or less of the wearer's choice. Otherwise, it will be a random mundane object worth less than 1g. The object remains for 5 minutes before dissipating. The sash cannot create another object until the first one dissipates, is destroyed or dispelled, or is placed back in the sash (a move action). Objects created by the sash are visibly made of aether and show telltale signs of being temporary (and often shoddy) creations.

Greater Sash of Oddities: As a Sash of Oddities, except that no Craft check is required for a specific item worth 5g or less, and with a DC 20 Craft check, the maximum value of the object instead becomes 55g. Objects created by a greater sash can last up to 1 hour and are of visibly higher quality, although they are still obviously temporary creations. Oh Garryl, you always come through. Thanks, these shall be implemented. :)


My theory was that you never plan on blowing your entire pool. Some effect are based on having a few points here and there, and other effects are greatly increased but with many points.

It allows you to gain stronger forgings when you aren't just hemoraging aether. However! Say you get in the fight with the Big Bad Bettle Borg, you can elect to disregard your reserve features and play the class like normal.

I guess... i was going for niftier effects during the normal times during the day (because you already have some reserve, so why not put it to use), but when the chips are down, you are still stronk ole you. I get that... but I still think it would be better for another class.


I'm planning to use this class along with the dwaerow in an upcoming game (http://www.giantitp.com/forums/showthread.php?t=278311&page=7) here on the forums.
Just thought you might want to know. Hey, awesome! Thanks for the notice. Let me know how it goes, if you have any suggestions/comments/questions.

Garryl
2013-04-09, 08:57 AM
But wait, there's more!

Forging Beads: Each of these beads holds the blueprints to a single forging within it. Their power can be used to forge a single such forging, even if it is unknown to the user, which drains the bead's power permanently. The user must provide all of the necessary aether, but the aether limit is based on the bead's forger level, not the user's. The save DCs of any such forgings is equal to 10 +1 .5 * the forging's level. Multiple forging beads are often woven together in strands and worn as bracelets or necklaces (although they do not take up a magic item slot).

Aether Casque: A more permanent version of the Aether Cap forging, this aetherial item grants a +4 bonus on saving throws against mind-affecting effects. This bonus does not stack with that of Aether Cap. However, if combined with the Aether Cap forging, its power improves. Once per day while affected by Aether Cap, the wearer can gain complete immunity to mind-affecting effects for 1 minute as an immediate action. Repeated forgings of Aether Cap do not allow the casque to grant to gain this immunity more than once per day.

Garryl
2013-04-09, 01:19 PM
Still more coming.

Aether Caltrops: These appear much like normal caltrops, except with a subtle translucent glow. When stepped upon, in addition to the normal effects of caltrops, they forge an Aether Trap around the creature that stepped on them. Aether caltrops can trap up to Large creatures. The lesser version can trap only Medium and smaller creature, while the greater version can trap up to Huge creatures. Once triggered, the magic of the aether caltrops is lost forever and they become normal caltrops.
Prerequisites: Aether Trap

Sandals Over There: These pieces of footwear replace space with aether, allowing the wearer to step from one location to another distant location. Three times per day, the user can teleport up to 150 feet as a standard action, as though with the Aether Jump forging. Additionally, aether can be bound to the sandals as a forging. For each point of aether bound, the range of any teleportation effects the wearer uses increases by 10 feet.
Prerequisites: Aether Jump


Vatwallo's Senses: This set of magic items was originally created by the blind Aetherforge Vatwallo to aid in his experiments with the Aether.

2-pieces: +2 bonus on Listen and Spellcraft checks.
3-pieces: 3/day forge Aether Ablation with 3 aether and forger level 5th.
4-pieces: 1/day forge Aether Spiral with 8 aether and forger level 15th.


Vatwallo's Hands (hands): These fingerless gloves allow the wearer to reach across planes. The wearer's hands are considered to be made of force. This effect allows unarmed strikes made with the hands to strike incorporeal and ethereal targets, the wearer to grasp and manipulate ethereal objects, and so on. This effect can be activated or deactivated as a swift action (helpful when attempting to move past an ethereal wall).
Prerequisites: Aether Puppet

Vatwallo's Nose (face): This mask transforms aethereal eddies into olfactory sensations. This ability works like Scent, except that a wearer can only sense creatures who have cast spells, used spell-like abilities, forged æther, or produced similar effects within the last round. Likewise, the auras of spells, forgings, magic items, and similar magical effects are detected by this scent-like effect.
Prerequisites: Aether Revelation

Vatwallo's Ears (head): This helmet produces an audial representation of magical structures. The wearer is automatically aware of the presence or absence of magical auras within 30 feet, but as this magic item is, itself, magical, this feedback is effectively useless except to detect whether or not the item itself has been suppressed (such as through an anti-magic field). As a free action once per round, the wearer can focus on a single magical aura he is aware of. If he succeeds on a Listen check (DC 10 + the aura's caster level or equivalent), the wearer instantly learns about it, as though with an Aether Probe forging (no additional Spellcraft check is required). The wearer gains a +4 bonus on any dispel checks against an identified aura made within 1 minute of identifying it.
Prerequisites: Aether Probe

Vatwallo's Tongue (neck): This amulet allows its wearer to consume magical energies. The wearer can use an Aether Dissolution forging with a forger level of 10. The amulet provides 3 aether for this forging. Unlike the normal version of this forging, Vatwallo's Tongue targets a specific creature, object, or magical aura and has a range of touch. If an effect is successfully dispelled, the wearer gains temporary hit points equal to the aura's caster level, which lasts for 1 minute or until used.
Prerequisites: Aether Dissolution

(Like all sets, making a set item of the set requires possessing another item from the set.)


Prerequisites for Eyes of the Lost World: Aether Revelation
Prerequisites for Forging Beads: Ability to forge the forging to which the bead is keyed, forger level at least as high as the bead's forger level
Prerequisites for Sash of Oddities: Weapon of Aether

DracoDei
2013-04-09, 04:02 PM
I just did something with gravity in a Rod of Wonder (http://www.giantitp.com/forums/showthread.php?t=275870) thread.

I am going to throw it out here as a possible basis for Æther Redirection, Lesser, although it would use something like your rules for changing the direction, rather than being based on the time of day. Even making it require a move action to change direction might be acceptable. Good for getting bonuses to climb checks and counting as having higher ground, and probably should give some sort of bonus to movement rates since if the topography says you are going level, then you are going downhill*, and if it says you are going uphill then you are usually going level... if you really need to get somewhere fast you can say that you are turning that 20 degree slope into a 50 degree slope...
*Although my own understanding of hiking is that there is very much such a thing as too much of a good thing, so you probably should make it "up to 30 degrees" rather than absolutely 30 degrees.
Target's gravity(and that of all worn/carried items at any given time) is deflected 30 degrees. At noon and midnight this causes walking north on level ground to be like walking up a 30 degree incline, and walking south on level ground to be like walking down a 30 degree incline. Similiarly, the south face of a wall running east/west would only count as a 60 degree slope at noon or midnight, the north face would count as a 30 degree overhang.


This moves around the "clock face" throughout the day, so that at 3 PM or AM walking east on level ground is 30 degrees uphill, while west is 30 degrees downhill. Similarly, at 6 PM/AM the angles are the reverse of what they are at noon and midnight.
All in all this smells like a 1st level Forging to me.

Take it or leave it, I just had it ready to hand to copy-paste, and didn't want it to go to waste.




I also agree that Æther Redirection shouldn't require a surface to aim yourself at necessarily. You could limit it to being horizontal or vertical if you like if no surface exists, but I really don't see what always requiring a surface adds to things.

Garryl
2013-04-11, 05:55 PM
Expand Forging and Multiply Forging do essentially the same thing.

If Force Aether is supposed to be an analogue to Overchannel, it should only let you bind 1 or 2 more aether than normal, not 3 more (aether binding limits are 1/2 that of PP limits). I'm not sure if you should limit it to +1 aether, or eventually let it give you +2.

Is it me, or is Aetherial Fortitude far too many hit points at high levels, especially when combined with Aether Conduit to offset the cost? For a full forger, that's (level^2)/2 extra hit points for 2 feats. Meanwhile, it's almost nothing at low levels.

Edit: Similarly, the scaling on the Aether Fortification forging. If you're basing it on the Vigor power, you'll want some flat value between 2-10 hp/aether (depending on how much of a boost the nigh-at-will nature of forgings are compared to PP).

Edit 2: Aether Flux is a pretty large miss chance (also, it's worded such that the subject suffers the miss chance, rather than the attacks against the subject). I'd drop it a bit, and cap it at 50%. Otherwise, you're more likely to hit by closing your eyes, swinging and then opening them when 6+ aether is bound (total concealment is only 50%), and it's flat-out impossible with 10 aether bound.

Edit 3: Aether limit per forging is 1/2 level. It either needs (minimum 1) or (rounded up) so that 1st level Aetherforges can forge anything at all.

Edit 4: Is there any restriction on what forgings an Aetherforge can learn at any given level?

Dunkoro
2013-04-16, 05:08 AM
I don't really understand the point of Æther Ablation; aren't Forgings Supernatural, and thus not eligible for dispelling?

DracoDei
2013-04-16, 01:21 PM
he may bind a maximum number of units of æther equal to half his Forger level to any given effect.
Should have a "(minimum 1)" in there.