Thursday, July 31, 2014

Designing in Public: Jaunter (Rogue Talent) [part 2]



Because +Louis Porter asked for it. I decided to open up with two more Jaunter Rogue Talents.

Jaunter’s Slice

Prerequisites: rogue 4, Jaunter’s Hop, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)

Benefits: As a swift action, the rogue can expend a mote of movement to teleport some part of a creatures body into the closest empty square chose by the jaunter, this deals 1d6 points of damage + 1d6 points of damage for every two rogue class levels. A successful Will Save (DC 10+1/2 the rogue’s class level + her Charisma modifier) results in half damage. The actual damage type is subject to GM determination but the default is slashing, resulting from a portal slicing off a portion of the victims exterior, a failed save usually resulting in more internal injury but it is still subject to Damage Reduction unless it is overcome by magic and slicing weapons.  


Jaunter’s Removal

Prerequisites: rogue 14, Jaunter’s Hop, Jaunter’s Slice, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)

Benefits: As a move action, the rogue can expend 3 motes of movement to teleport a vital organ out from inside the body of a living creature that is within 25 ft. + 5 ft./2 rogue class levels . If the subject fails a Will save (DC 10+1/2 the rogue’s class level + her Charisma modifier) it suffers 2d6 points Constitution damage, plus 2 points of Constitution damage per round, and is rendered helpless. A greater restoration, limited wish, miracle, regenerate, or wish spell is required to negate this damage. A successful save results in the victim suffering only 2 points of Constitution damage (as the spell instead teleports a non-vital organ) and negates the helpless condition. After suffering this damage, a subject that succeeded on the saving throw is immune to this rogue’s Jaunter’s Removal for 24 hours.  This is considered a spell-like ability with a caster level equal to the rogue’s class level.

If this rogue is at least 16th level she can teleport a target creature or object into a solid surface or object that she can see within close range (25 feet + 5 feet/two rogue class levels). This has the same effect as a standard extraction except it can affect a non-living creature, and the subject becomes half embedded or fully embedded in the object. The same spells or effects will negate the embedded effect.  

Wednesday, July 30, 2014

Designing in Public: Jaunter (Rogue Talent)



Playing around with the idea of Owen K.C. Stephens Talented Classes and the framework for the Time Thief (which serves as the framework for the Luckbringer and Taskshaper). 

Jaunter’s Hop (Rogue Talent)
Prerequisites: rogue 2, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)
Benefits: Each day, the rogue gains a pool of supernatural motes of movement equal to three plus her rogue class level. Using a mote of movement does not provoke an attack of opportunity nor does teleporting.  You can use these motes to perform a number of effects but you can only expend one mote of movement each round. 
  • Instant Liberation (Su): As a swift action, the rogue can expend a mote of movement to instantaneously teleport to a standing position from prone position. In addition she can whisk herself out of a grapple losing the grappled and pinned conditions if she does, she is also teleported to the nearest unoccupied square the rogue chooses.
  • Instant Escape (Su): The rogue automatically expends a mote of movement to instantly blink to avoid any confirmed critical hit or any attack that would reduce her to 0 hit points or fewer This ability only operates if the rogue chooses to avoid the critical hit. Avoiding the hit requires a successful Ref save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the rogue a second saving throw to negate the spell or effect. This ability expends a mote of movement even if the rogue has used one already for this round, however this ability can only function once per round. If you the rogue is at least 10th level You she does not need to spend a mote of movement to use the narrow escape ability; she need have at least one point in her mote of movement pool.
  • Dimensional Hop (Su): As a move action the rogue can expend a mote of movement to instantaneously teleport to any other spot within 25 ft. + 5 ft./2 rogue class levels  If the spot the rogue chooses is within line of sight, the rogue arrive there unerringly. If the destination is not in line of sight, the rogue must be able to visualize the spot or state the direction and distance to it, but the hop has a 25% chance of a mishap and the rogue cannot take any further actions until the rogue’s next turn. No matter what the rogue’s destination, the rogue can transport only herself and a maximum 100 lbs. (or your maximum load, whichever is less) of objects you carry or touch. You cannot transport any creature except for the rogue’s familiar or an animal companion or cohort of up to Tiny size (whose weight counts against your load limit). If the rogue suffers a mishap or arrives in a place already occupied by a solid body, the rogue and any creatures with her take 1d6 points of damage and are shunted to closest random open space on a suitable surface of the intended location.  If the rogue is at least 8th level this can functions as dimension door instead.  

I have about 20 more talents that follow up on this idea, this will probably end up in Questhaven and the next The Secrets of the Divine. 

Monday, July 28, 2014

101 Arcane Discoveries: #6 Lace Disruption



Lace Disruption
“I don’t think you should do that.”
Prerequisites: arcane school and disruption class feature, wizard 1
Benefit: You can as a swift action, use this arcane discovery to affect any offensive spell you cast. You can inflict the effects of your disruption class feature upon one creature that spell effects, if it fails its saving throw against that spell (offensive spells without saving throws are unaffected). You still can only use this ability as many times as you can use your disruption class feature. 



Some rights reserved. This image by Muhammed Ansar Ali  is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 

Friday, July 25, 2014

101 Arcane Discoveries: #5 Lace Banishment



Lace Banishment (Arcane Discovery)
“Get ye gone, ye vile abomination!”
Prerequisites: auraof banishment, arcane school, and unstable bonds class feature; Lace Unstable Bonds, wizard 8

Benefit: You can as a swift action, use this arcane discovery and consume one round of your aura of banishment class feature and lace any offensive spell you cast. This lace inflicts the effects of your aura of banishment class feature upon one creature that spell effects (it still only affects summoned or called creatures) if that creature fails its saving throw against that spell (offensive spells without saving throws are unaffected). It must make a second Will save (DC as aura of banishment) or be banished as aura of banishment. You still can only use this ability for as many rounds of aura of banishment you possess.


Some rights reserved. This image by denahelmi is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.   

Thursday, July 24, 2014

101 Arcane Discoveries: #4 Lace Unstable Bonds



Lace Unstable Bonds (Arcane Discovery)
“I despise eidolons”
Prerequisites: arcane school and unstable bonds class features, wizard 1

Benefit: You can as a swift action, use this arcane discovery to affect any offensive spell you cast. You can inflict the effects of your unstable bonds class feature upon one creature that spell effects (unstable bonds still only affects summoned or called creatures) if it fails its saving throw against that spell (offensive spells without saving throws are unaffected). You still can only use this ability as many times as you can use your unstable bonds class feature. 

Some rights reserved. This image by Dj-Magnum20 is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Wednesday, July 23, 2014

101 Arcane Discoveries: #3 Improved Resistance



Improved Resistance
“Soon I will be invincible!”
Prerequisites: arcane school and resistance class feature, wizard 1

Benefit: You gain resistance 10 against the energy type chosen for your resistance class feature. The value of the energy resistance granted increases to 20 points at 7th level and 30 points at 11th level.

Some rights reserved. This image by Denizen-v1 is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Tuesday, July 22, 2014

101 Arcane Discoveries: #2 Quicken Protective Ward



Quicken Protective Ward
“Being useful is a matter of timing.”
Prerequisites: arcane school and protective ward class feature, wizard 10,

Benefit: You can activate your protective ward as an immediate action (that does not provoke an attack of opportunity) three times per day (this consumes a use of the protective ward class feature).


Some rights reserved. This image by highdarktemplar is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Monday, July 21, 2014

101 Arcane Discoveries: #1 Energy Discharge



Energy Discharge (Arcane Discovery)
“Take what you have given!”
Prerequisites: arcane school and energy absorption class feature, wizard 6

Benefit: Once per day as a swift action you can discharge a reddish-purple ray composed of energy you have reduced using your energy absorption class feature. This requires a successful ranged touch attack that deals damage equal to the amount you have absorbed (max 3 x your wizard class level). This damage is raw arcane energy damage and therefore is not subject to immunity or resistance but is subject to spell resistance. You use your wizard class level as your caster level.  The range on an energy discharge ray is 100ft. + 10ft./wizard level.

Some rights reserved. This image by Velena-Gorosama is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Thursday, July 17, 2014

31 Things Rite Publishing is working on!



Fiction


1.         Lost in Dream a novel in final layout.


Dungeon World


1.        Missing Paths: #2 in development assigned to a Riter (A Rite Publishing Freelancer) 



Fate


1.         The Demolished Ones: Fly in the Ointment second draft stage


Lords of Gossamer & Shadow
1.       Gossamer Heroes in layout (9 pregenerated characters).
2.      Gossamer Worlds Nexopolis: PDF released to backers, waiting on printing proof. Public release August 14th
3.      Icon Deck: released to backers, available to public August 10th
4.      Addendum Empathy: In Editing, needs art
5.      Icon Deck 2:  42 pieces completed  need to commission 10 more.
6.      The Long Walk manuscript complete, in editing, art complete.
7.      Addendum: Shapeshifting assigned to a Riter
8.      No Beast So Fierce adventure by me, manuscript in development, art is complete.
9.      Gossamer & Shadow Adventure Path/Campaign Saga in development
10.    Accepting Submisisons Threats: Annunaki
11.     Lucien’s Guide 3 planning stage.


Pathfinder


1.       In the Company of Dragons: Waiting on Art and updated manuscript.
2.      Pathways #41 assigned to writers.
3.      The Secrets of the Bravo: Waiting on art, in editing.
4.      Faces of the Tarnished Souk Kickstarter waiting on art.
5.      Rite Map Pack: Nexopolis by Tommi Salama in layout
6.      Rite Map Pack: Regional Map (working title) by Tommi Salama in development.
7.      101 Not So Random Encounters: Desert manuscript in development
8.      Summoner of the Jade Oath manuscript in development
9.      Adventure Quarterly #6  in layout
10.    Martial Arts Guidebook waiting on art, manuscript finished and edited. (print)
11.     Haunted Quarter assigned to a Riter
12.    The Secrets of the Divine 2 with me writing
13.    Kaidan Campaign Setting in development assigned to a Riter and Me :)
14.    Questhaven Campaign Setting in development with me writing. 
15.    Treasury of Magic Items in layout (print), cover art complete
16.    The Secrets of Renegade Archetypes 2 assigned to a Riter

17.    Ultimate Monsters Hero Lab (Book of Monster templates, 101 not so simple monster templates, 101 Monster Feats, 101 Variant Monsters etc.) assigned to the Rite Coder.