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| Psionx09-11-07, 01:31 PM | (not that I've ever DM'd or played a campaign (except for the farce that was RPG game day(paladin with NO charisma!?!))) Ferroplasm Ferroplasm, in its natural state, appears as a large pool of quicksilver. Ferroplasm feeds off psionic energy in its natural state and drains 1 power point for every round a psionic character is in contact with it. Sculpted ferroplasm instead feeds off psionic energy offered by its weilder for various effects. Ferroplasm is lighter than iron but only half as hard. To sculpt ferroplasm it must be worked like adamantium into the designated form. Ferroplasm armors are one category lighter than normal for all purposes. Heavy armors are treated as medium, and medium armors are treated as light, light armors are treated as clothing. Ferroplasm is extremely flexible, giving no maximum Dexterity bonus for armors and shields made from ferroplasm, reducing arcane spell failure chance by 20% (to a minimum of 0%), and armor check penalties are lessened by 4 (to a minimum of 0). Armor and shields made from ferroplasm give 1 less point of armor or shield bonus that normal and weapons composed of ferroplasm deal 1 less point of damage due to its abnormal hardness. An item made from ferroplasm weighs 40% as much as the same item made from other metals. In the case of weapons, this lighter weight allows the wielder to treat the weapon as a weapon of one-size smaller for proficiency (a shortsword as a dagger). Items not primarily of metal can still be ferroplasm, but are completely composed of ferroplasm. (This means that a quarterstaff can be made of ferroplasm but it is entirely ferroplasm without any wood.) Weapons or armors fashioned from ferroplasm are always masterwork items as well. Ferroplasm has little hardness, but it has the ability to heal damage dealt to itself automatically by 1 point of damage per round unless that damage was from fire. Similarly, an object made of ferroplasm that is reduced to 0 hit points or destroyed reforms after a number of rounds equal to its hit points as long as it was not destroyed by fire damage. If the owner of a ferroplasm weapon or armor with an ability that offers a save spends at least 1 power point he may substitute the power save DC for a first level power if it is higher. For every 2 power points spent past 1 power point this save DC increases by 1 (but this ability follows the rules for the maximum amount of power points that can be spent on a power). If the weapon or armor composed of ferroplasm has an ability that can be used a number of times per day its owner may spend 5 power points to use that ability an extra time per day. Because ferroplasm is still metal, even though it is considered a living metal, druids cannot wear armor made of it. Ferroplasm is very difficult to find (in non-sentient/agressive form) and as it is even more difficult to sculpt, items composed of it cost 5 times as much as items made of mithral would. Ferroplasm has 40 hit points per inch of thickness and hardness 5. I was thinking of making it exclusive to psions much in the way that a trumpet archons trumpet only works for them: It dissolves into a liquid form unless held by a psionic character. However it looks nice and although it is pretty powerful it's also quite expensive. EDIT: I got this concept from here (http://www.wizards.com/default.asp?x=dnd/psb/20030725d) Also, I tried to make sure it can't really be abused and for those worried about fast healing abuses, might as well metamorphose into a mephit because it has better fast healing. NOTES: Cool stuff about its properties: -Monks can wear it and not worry about losing usage of abilities. -Characters with very high dexterity scores can wear it and retain their extra bonuses -Abilities of psionic items will scale in DC's as long as they pay the power points for it There's probably more but I have to go home and sleep for 4 hours now. |
| Lycanthromancer09-11-07, 03:41 PM | Care to make a Ferroplasmic Body feat for warforged? |
| CrimsonDeath09-11-07, 03:45 PM | Similarly, an object made of ferroplasm that is reduced to 0 hit points or destroyed reforms after a number of rounds equal to its hit points as long as it was not destroyed by fire damage. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost. So, is ferroplasm ammunition as good an idea as it looks? |
| Artector09-11-07, 04:33 PM | How much does this cost? |
| Amaril09-11-07, 04:48 PM | Ferroplasm (http://www.opengamingfoundation.org/srd/srdpsionicitems.rtf) appeared in the 3.0 SRD and Psionics Handbook but was not included in the 3.5 SRD and Expanded Psionics Handbook. Ferroplasm: Mined from secret locations in the Astral Plane, this malleable metal holds its shape only in the hands of a psionic being. When an item forged with ferroplasm is unattended or held by a nonpsionic creature, it melts and temporarily loses all special powers. But when wielded by a psionic creature, such an item immediately springs back into its true shape and regains all abilities. In its proper form, a ferroplasm item glows with a violet light (illuminating a 10-foot-radius), unless the item’s owner mentally quenches it. In an area where psionic powers do not function, it collapses as if in the hands of a nonpsionic creature. Ferroplasm adds to the quality of a weapon or suit of armor based on how much of the material is used. Weapons fashioned from ferroplasm have a natural enhancement bonus to attack and damage. Armor fashioned from ferroplasm has a natural enhancement bonus to AC. These bonuses do not stack with other enhancement bonuses. Weapons or armor fashioned from ferroplasm are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons or the armor check penalty of armor. Ferroplasm has hardness 20 and 40 hit points per inch of thickness when in its true form, and a hardness of 5 and 10 hit points per inch of thickness when soft. Enhancement Market Price Item Bonus Modifier Light armor +1 +1,500 gp Medium armor +2 +4,000 gp Heavy armor +3 +8,000 gp Shield +1 +1,500 gp Weapon damage 1d4 or 1d6 +1 +2,500 gp Weapon damage 1d8, 1d10, or 1d12 +2 +7,500 gp |
| Psionx09-11-07, 05:08 PM | So, is ferroplasm ammunition as good an idea as it looks? Cost should take care of that, as well as less damage, and wind wall/stuff like wind wall. But if it is a problem, you could probably go with ammunition costing alot more/ammunition being much less effective over long ranges/ammunition dealing less damage in general. BTW I only have SRD+Core books+Unearthed Arcana+Psi HB 3.0, so I kinda know what warforged is, but not really. As for the final comment, I thought I had read somewhere of a material that only took shape in the hands of a psion. Now I know that it was this. I probably should have read through my Psi HB and I would have found it rite next 2 the annulus, but the psi HB just has soo much stuff wrong with it that I almost never peruse it. Anyway, this new form of ferroplasm sounds much more exiting and even though its awkward its just so... exotic for its rareness. |
| Sagetim09-12-07, 01:43 AM | I'm really liking this home brew version of ferroplasm...especially if you can afford ferroplasm full plate. mmmm, +7ac, no max dex, and counts as medium armor? hell yeah! plus it self repairs....as for the arrow idea? no...waste of time, you still have to retrieve the arrow. A teleporting arrow or something would be more useful. |
| Omnirahk, half-Rahkshi09-12-07, 09:27 AM | While I'm here, I'd like to say that Untapped Potential includes rules for ferroplasm in 3.5 psionics. It's good. Honestly, I'm more likely to use that version than yours, Psionx. It also has rules for a skin of ferroplasm, which I just love. The regenerative powers of yours are nice though. I'm not a fan of the spending power points for additional uses or increased save DC thing though. |
| Psionx09-12-07, 11:56 AM | Its more of a nice material when you make your own use per day items... That and the light armor is considered clothing with the chain shirt having 0% spell failure, makes it nice for spellcasters and monks to have enhancements via armor to casting. Of course its geared toward higher level stuff with the costs and abilities. Still, I'll have to look at untapped potential, I've heard that its got good stuff. |