Monday, July 29, 2013

Prestige Class: Tempestarii

Trying my hand at some more witchy Prestige Classes.  This one has been rolling around in my mind for a while.  I have a couple of things going on here. First, I wanted another Prestige Class that a witch could take, but was open enough for others. I also wanted to try to convert one of my older Traditions into a Prestige Class to see how it might work.  To top it all off I found this wonderful bit of art from SirTiefling and he has graciously allowed me to use it for this post.

I chose the Tempestarrii because I felt I needed to go back and give the idea another, different go.  I am using some OGC here as well to do some of the "heavy lifting".

Section 15: Tempestarii (Storm Witch), Copyright 2013, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
Art is owned by SirTiefling and is NOT open and is used here with permission.
Based on the "Weather Witch" from Magic of Arcanis, Copyright 2005 Paradigm Concepts, Inc.

Tempestarii (Storm Witch)
Witch by SirTiefling

First Witch 
    When shall we three meet again 
    In thunder, lightning, or in rain? 

Second Witch 
    When the hurlyburly's done, 
    When the battle's lost and won. 

Third Witch 
    That will be ere the set of sun. 


Macbeth, Act 1, Scene 1

Witches have long been suspected of raising storms or foul weather against their foes.  King James even spoke of such witches and believed they were attacking him when he had visited Scotland.  The Tempestarii is the ultimate expression of the storm raising witch.
While any class that cast spells can become a Tempestarii. Witches, druids, wizards and sorcerers of an elemental bent, and even some clerics of storm Gods choose this path.
The first Tempestarii were mighty witches that used clouds as carriages and rode storms into battle.

Hit Dice: d4

Requirements 
 To qualify as a Tempestarii, a character must fulfill all of the following criteria.

Concentration and Knowledge (Nature): 7 Ranks each
Feats: Iron Will
Spell casting: Ability to cast spells

Alignment: Any.

Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.

Class Features

All of the following are class features of The Tempestarii prestige class.

Weapon and Armor Proficiency: The Tempestarii gains no additional weapon or armor proficiencies

Spells per Day: With the exceptions of 3rd, 6th, and 9th level, the character’s caster level increases when a Tempestarii level is gained if she had also gained a level in a previous class that allows them to qualify for this class.

This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Tempestarii, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.

Resist the Elements (Su): Beginning at first level, a Tempestarii learns she has nothing to fear from a storm or a sunny day. She becomes resistant to weather conditions as if she had the relevant endure elements cast. This effect is continuously active.

Wind Dance (Sp): Starting at 2nd level, the Tempestarii may use gust of wind as a spell like ability once per day. At 5th level, the Tempestarii can use this ability an additional time each day. Whenever she casts gust of wind either as a spell or use of this ability it is treated as a 4th level spell, the range is increased to 90 ft., and affects creatures as if they were one size smaller then they actually are. At 9th level, the Tempestarii can use this ability three times per day. Whenever she casts gust of wind either as a spell or using this ability it is treated as a 6th level spell , the range is increased to 120 ft., and creatures are effected as if they were two sizes smaller then they actually are.

Air Domain (Ex): At 3rd level the Tempestarii’s connection to the weather is strengthened. She gains the special ability of the Air Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestarii who do not already have them. If the Tempestarii already has the Air domain she may choose another, appropriate domain or sub-domain with the GM's approval.

Rain Chant (Sp): At 4th level, the Tempestarii may perform a rain chant. After ten minutes of chanting, the Tempestarii summons a rain storm which causes a light rain to fall in a 500-ft. radius for one hour per caster level. At 8th level, the radius of effect increases to a 1,000-ft. radius.

Storms Embrace (Sp): Once per day as an immediate action, the Tempestarii can enwrap herself in a cloak of whipping winds. This ability mimics a wind wall spell cast at her caster level that only affects the Tempestarii.

Weather Domain (Ex): At 6th level, the Tempestarii’s connection to the fury of the storm is strengthened. She gains the special ability of the Weather Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestariies who do not already have them.  If the Tempestarii already has the Weather domain she may choose another, appropriate domain or sub-domain with the GM's approval.

Bend the Storm to Thy Will (Su): The Tempestarii learns to manipulate the currents of air and storms around her as her innate connection and knowledge of weather increases. This acts as a limited form of control weather. The Tempestarii can affect any naturally occurring storm, be it a mild rain or raging storm. She can either calm or intensify the storm. She may do this only once per day. Storms of divine origin, such as the storm created by the Wrath of gods.

Sudden Storm (Sp): Weather responds more rapidly to the Tempestarii’s call. Once per day the Tempestarii may cast control weather, except that the casting time only requires a full round action. The storm’s effects manifest in ten rounds, instead of the standard ten minutes described in the spell.

Furious Storm of Vengeance (Sp): Becoming almost one with the flow of air and weather, the Tempestarii discovers that the forces she is bound with can express her fury. Once per day, as a full round action, the Tempestarii can unleash her anger, creating the effects of an Enlarged Storm of Vengeance cast at her caster level.

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Resist the Elements +1 level of existing class
2nd +1 +1 +1 +3 Wind Dance +1 level of existing class
3rd +2 +1 +1 +3 Air Domain -
4th +2 +2 +2 +4 Rain Chant +1 level of existing class
5th +3 +2 +2 +4 Wind Dance 2/day +1 level of existing class
6th +3 +3 +3 +5 Weather Domain, Storms Embrace -
7th +4 +3 +3 +5 Bend the storm to thy will +1 level of existing class
8th +4 +3 +3 +6 Sudden Storm +1 level of existing class
9th +5 +4 +4 +6 Wind Dance 3/day -
10th +5 +4 +4 +7 Furious Storm of Vengeance +1 level of existing class

New Minor Artifact: Cloud Ship of the Magonians
The Sky Kings of Magonia called upon a group of Tempestarii to build for them giant ships of war out of clouds. From these clouds, they waged war by pelting huge hail stones and lighting on their enemies below. However, the Sky Kings failed to pay the witches for their ships. The witches chased them as they flew away in their ill-gotten magical clouds.
No one knows what happened to the Sky Kings after that. They have never been seen again, but the sky ships remain. The witches created these magic items as a way of getting back at the Sky Kings; now anyone can use their ships of war. This item appears a gallon sized earthen jug. Once the stopper is uncorked, thick cloud-like mist will roll out and form a cloud.
The cloud is secure and can carry up to 800 pounds of people and gear for 24 hours, or twice that much for 12 hours. After that point, the cloud will dissipate. Each jug contains only one cloud. The clouds themselves act much like carpets of flying, obeying spoken word commands for directions.

Sunday, July 28, 2013

Well...

Yesterday's planned "Keep on the Borderlands" under 1st ed didn't happen.
I ended up with a migraine.  First real bad one since my MRI back in April.  Took my medicine for it and the next thing I knew it was about 8 hours later and I was watching Harry Potter with my kids.

So much for that.  But I did come up with some new ideas for magical backlash.

I'll try to get those written up today.

Saturday, July 27, 2013

Zatannurday: Ani-Mia Cosplay

Still digging through the Flickr, Tumblrs and Picasas so you don't have to! (Yeah my life is rough...)

But this one was nearly handed to me on Facebook.

Cosplayer Ani-Mia as Zatanna at SDCC 2013.  She was such a hit she even made #2 on JoBlo's top 10 hottest at Comic Con list, http://www.joblo.com/movie-news/lists-comic-con-top-10-hottest-costumes/item#2

I think you can see why!





Signed by John "Captain Jack" Barrowman
And Tweeted by him!
Ani-Mia and YayaHan



You can find her on Facebook, https://www.facebook.com/Ani.Mia.Cosplaym Twitter, https://twitter.com/AniMiaOfficial and buy her prints at Storenvy, http://animia.storenvy.com/.


Friday, July 26, 2013

The Upside to Kickstarter

We have all been burned on Kickstarter at one time or another.  While Tenkar is doing a great job of keeping us informed with the failures, I do feel the need to point that more times than not people get what they paid for.

In some cases, like Troll Lord Games or Eden Studios get me what I paid for and often more.  Others like Joesph Bloch not only fund with very, very clear expectations of what is happening when, he also gets the materials out everyone either on time or early.

Here is another one.  Yesterday I mentioned two new games powered by Ubiquity, Revelations of Mars and Space:1899. Well if you fund both you will get a special PDF with two adventures.  Frankly it is something like that this making me consider up my PDF only pledge to get a Hard cover.

I think I am going to spend some quality time with Ubiquity here soon.  I already have some ideas on how I want to combine Space:1899, Revelations of Mars, Hollow Earth and Leagues of Adventure!
Gearing up for an Edwardian-times game based on all the ERB stories I have been reading of late.  Right now calling it "1901: A Space Odyssey". Should be a lot of fun!

Thursday, July 25, 2013

Ennies Award voting is now live

The ENnie Award voting is now live.

http://ennie-awards.com/vote/

There are some great games in this batch so support your favorites!

Kickstarters go to Space!

Two new(ish) Kickstarters head out to Space with the Ubiquity System.  The same found in Hollow Earth Expedition and Leagues of Adventure.

First up is Revelation of Mars
http://www.kickstarter.com/projects/2085348754/revelations-of-mars

I didn't get on this one fast enough but it looks AWESOME.  I love the John Carter of Mars stories and I loved Pelucidar.  I am hoping that these games combine nicely (they should).  And honestly have a look at this Green Martian Princess.

Martian Princess by Will Nichols
Not exactly Edgar Rice Burroughs idea of a Green Martian, but I say this is an improvement.

Next is Space: 1899
http://www.kickstarter.com/projects/440453703/space-1889-sf-role-playing-in-a-more-civilized-tim

I mentioned this one before.  But it looks really, really awesome.

Wednesday, July 24, 2013

White Dwarf Wednesday #73

We start out 1986 with White Dwarf #73.  The Lee Gibbons cover reminds me of the ones from around 1983; barbarian couple fighting and stealing gems.  It's a good cover but seems like a step back.  On purpose maybe? Is WD already feeling nostalgia?  In any case this issue is now larger than the previous one.

The editorial is about the chain store Boots now stocking RPGs and Citadel miniatures. I imagine that this is something similar to when Waldenbooks and B. Daltons began to carry games, though I suppose this is actually closer to something like Target or Wal-Mart carrying games.

Open Box is up and I am beginning to doubt the "independence" of some these reviews.  First up is a scenario for Golden Heroes, Queen Victoria and the Holy Grail.  The review is a mixed bag. Pete Tamlyn likes it, but admits it is tough and weird and maybe just a little bloody He mentions gripes and dislikes the ending and still gives it 8/10.   The Judge Dred game is up next. It gets a 10/10. I can't argue with the reasons Jason Kingsley gives, but for me it was an 8/10 at best.  Both games are from Games Workshop.  We have a couple of "Advanced Advanced" game books from TSR next and reviewed by Paul Cockburn.  First the Masters Rules for what we now call BECMI. Indeed it is the "M".  It gets an 8/10, but almost begrudgingly so. Lastly is Unearthed Arcana.  Bottom line is that Cockburn hates it and gives it a 3/10.

2020 Vision is the new Movie review section.  Covered are Back to the Future, The Goonies and the Bride.  I will admit I never cared for The Goonies.  I know it is supposed to be some culture touchstone for my generation, I never liked it.  Neither did this article.  Though I will admit I enjoyed The Bride.  I might need to rewatch it this Halloween.

Power & Politics is an interview with Derek Carver about the Warrior Knights game.   IT sounds like a good game to mine if you want to add some 1400s-style realism to your FRPG.

American Dream is a Golden Heroes scenario.  It looks fun. Reading it I am reminded of some of the scenarios I wanted to run for Silver Age Sentinels.  Though the coolest thing is the use of Chris Achilleos' "Miss America".

Starbase has a great article on navigating 3D Space on your space maps.  Overtly for Traveller, but it would work for anything really.

Star Spray is an adventure for MERP and AD&D. I just finished the Silmarillion recently and I have been wanting to find something just like this since my knowledge of MERP is limited.  But this adventure feel s a little flat to me. Graham Staplehurst did his homework and knows his Tolkien.  But anytime you involve PCs with great heroes and figures out of the past they can't help but be dwarfed.  I don't know, maybe Tolkien's epic is still too fresh in my head and it is coloring my interpretation of this adventure.

RuneRites covers non-lethal combat in RuneQuest.
Cults of the Dark Gods continues with more background for Call of Cthulhu.
Treasure Chest has some ideas on Magic Items. Namely that every item found is potentially magical IF you know how to awaken the magic inside.

Fiend Factory is back with some more AD&D Monsters.  This one is back to old form with mosters found in Rain Forests. Not a bad entry really.

Tabletop Heroes covers part 2 of doing dioramas.

We end with lots of ads.  I noticed the Message Board/Rumor Board now seems to be gone.

This issue is larger than the previous ones, but again most of that has been given over to ads.  Not a bad thing mind you, just no extra content.

The content we did get was good. I feel this was a better issue than many we have seen recently.