Glaring Tyrant and Hierophant Specialty: Difference between pages

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{{StatBlockPathfinder
{{tocright}}
  |name=Glaring Tyrant |CR=13
''A ''Class Warfare''-like disciple specialty for ''[[system::Dungeon World]]'' games.''
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


  |AC=27 |touch=12 |flatfoot=24
You walk the path of both divine and arcane magic, but can only hold so much in your head at once.
  |ACdetail=+2 Dex, -1 size, +15 natural, +1 dodge
  |miss=
  |hp=98 |HD=11d8+44
  |fort=+9 |ref=+5 |will=+11
  |weakness=
  |tag2=


  |spd=5 ft, fly 30ft (good)
== Compendium Class ==
  |melee=bite +2 (2d4)
  |ranged=eye ray +9 (as ray)
  |BAB=+8  | CMB=+9 | CMD=22 (can't be tripped)
  |space=10 |reach=5 ft.
  |atkopt=
  |gear=
  |sa=Antimagic Eye, Eye Rats, Sustained Barrage
 
  |spelllikecl=13
  |spelllikewill=''charm person'' (DC 18), ''disintegrate'' (DC 23), ''blast ray'', ''slow'' (DC 20), ''telekinesis'' (DC 22)


  |str=10 (+0)
Once you have compared and contrasted the divine realities you know to be true with the esoteric formulæ of codified spellbooks, uncovering a deeper reality, you may consider the heirophant caster specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.
  |dex=14 (+2)
  |con=18 (+4)
  |int=17 (+3)
  |wis=15 (+2)
  |cha=15 (+2)
  |sq=can't be tripped or flanked
  |feats=Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will
  |skills=Acrobatics +2, Appraise +3, Bluff +2, Craft (Untrained) +3, Diplomacy +2, Disguise +2, Escape Artist +2, Fly +18, Heal +2, Intimidate +16, Knowledge (Arcana) +17, Perception +20, Perform (Untrained) +2, Ride +2, Sense Motive +2, Spellcraft +17, Stealth +12, Survival +16
  |possessions=
  |spellbook=
  |tag4=


  |environment=Cold hills
== Stats ==
  |organization=Solitary, pair, or cluster
If you choose the heirophant specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.
  |treasure=Double
  |advancement=
  |tag5=


  |variants=
== Starting Moves ==
}}
You start with all three of these moves:
== Real World History ==


The glaring tyrant is a re-imaging of a classic monster for the [[system::Pathfinder]] system, refactored based on [http://www.wizards.com/default.asp?x=dnd/dd/20061028a Mike Mearls' "Monster Makover"] of the same creature. This "makeover" intends to solve the creature's more troubling features, particularly with facing, overuse of save-or-die effects and antimagic, while still keeping the basic flavor of the monster intact. (A Pathfinder version of this creature more true to the original can be found in the netbook [http://www.enworld.org/forum/pathfinder-rpg-discussion/270819-netbook-book-forbidden-lore.html The Book of Forbidden Lore].)
=== Hierophant Spellbook ===


== Appearance ==
You have mastered several spells and inscribed them in your spellbook. Choose a combination of three schools of magic or spheres of influence. You start with all the cantrips/rotes from each school/sphere and three first level spells chosen from those offered by your three choices. When you gain a level, add to your spellbook a new spell whose spell level is ''lower'' than yours, chosen from those offered by your three schools/spheres. Your spellbook is 1 weight.


Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.
=== Cast a Hierophant Spell ===


== Special Abillities ==
When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.


'''All Around Vision (Ex)'''  Glaring tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can't be flanked.
=== Prepare Hierophant Spells ===


'''Antimagic Eye (Su)''' The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the glaring tyrant creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 18) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus. This effect does not interfere with the tyrant's eye rays.
When you spend an hour or so in quiet contemplation of the divine nature of the spells in your spellbook, you:
* Forget any spells you already memorized.
* Memorize all cantrips and rotes in your spell book.
* Memorize new spells whose number does not exceed your level+2, and whose total levels does not exceed twice your level. You cannot memorize the same spell more than once.


'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.
== Advanced Moves ==


'''Eye Rays (Su)'''  Each of a glaring tyrant's eye stalks can produce a ray of magical energy with a range of 150 feet. As a standard action, a glaring tyrant can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a glaring tyrant can use the same ability twice per round. Each ray requires a successful ranged touch attack. Glaring tyrants gain a +4 racial bonus to the save DCs for these rays. All spell-like effects generated by the rays are cast as a 13th level wizard.
''When you gain a level from 2-5, you may choose from these moves:''


* The ''stun ray'' can either stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).
=== Enlightened ===
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing the energy type.
(requires: Prepare Hierophant Spells)
* The ''telekinesis ray'' functions as a ''telekinesis'' spell. The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Intelligence (CMB +16). A telekinetic effect may be sustained over multiple rounds (as per the spell), but this requires that the ray remain focused on the target. In combat, glaring tyrants most often use this ray to bull rush approaching melee fighters.
* The ''slow ray'' works as per the spell if it hits (DC 20).
* The ''disintegrate ray'' works as the spell (DC 23, base damage 26d6).


As an example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. On its turn, it uses three rays against two targets, and two rays against two other targets. It cannot use any specific ray more than twice. It uses its rays in the following manner:
Choose a spell. You learn and cast that spell as if it were one level lower.


* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
=== Expanded Spellbook ===
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
(requires: Hierophant Spellbook)
* Cleric: ''stun'', ''disintegrate''.
* Rogue: ''slow'', ''blast ray'' (acid).


'''Flight (Ex)'''  A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent ''feather fall'' effect (as the spell) with personal range.
Add a new spell from the spell list of any class or archetype to your repertoire.


'''Sustained Barrage (Su)'''  Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A glaring tyrant rolls two dice for initiative and records both results. On a glaring tyrant's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the glaring tyrant may fire its ''blast ray'' or ''telekinesis ray'' at any target within 60 feet. The glaring tyrant fires twice, using either ray for each shot. It may fire at the same or a different target. The glaring tyrant cannot take any other actions on its barrage turn except to delay.
=== Quick Study ===


[[Category:Creature]]
When you see the effects of a spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
 
 
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
 
=== Doyen ===
(requires: Enlightened)
 
Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.
 
=== Expanded Sphere of Influence ===
(requires: Expanded Spellbook)
Select an additional sphere of influence. Add rotes from this sphere to your spellbook. When you gain a level, you may include this sphere in those from which you may choose spells.
 
=== Spell Augmentation ===
(requires: Spontaneous Caster)
 
When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
 
== Spontaneous Caster Alignments ==
 
You may choose one of these instead of a magician alignment:
 
=== Neutral ===
 
Reconcile your divine and arcane nature.
 
== Spontaneous Caster Bonds ==
 
* __________'s faith blinds them to a greater reality.
* __________ denies the divine. I do not trust them.
 
== Spontaneous Caster Gear ==
 
You get your spellbook (1 weight), some writing implements, and whatever your other specialties give you.
 
== Spontaneous Caster Races ==
 
You may choose one of these instead of a magician race option:
 
=== Elf ===
 
Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
 
===Human===
 
Choose one spell from a sphere of influence you have not studied. You can cast it as if it were one of your own spells.

Revision as of 20:08, 5 December 2014

A Class Warfare-like disciple specialty for Dungeon World games.

You walk the path of both divine and arcane magic, but can only hold so much in your head at once.

Compendium Class

Once you have compared and contrasted the divine realities you know to be true with the esoteric formulæ of codified spellbooks, uncovering a deeper reality, you may consider the heirophant caster specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.

Stats

If you choose the heirophant specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with all three of these moves:

Hierophant Spellbook

You have mastered several spells and inscribed them in your spellbook. Choose a combination of three schools of magic or spheres of influence. You start with all the cantrips/rotes from each school/sphere and three first level spells chosen from those offered by your three choices. When you gain a level, add to your spellbook a new spell whose spell level is lower than yours, chosen from those offered by your three schools/spheres. Your spellbook is 1 weight.

Cast a Hierophant Spell

When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.

Prepare Hierophant Spells

When you spend an hour or so in quiet contemplation of the divine nature of the spells in your spellbook, you:

  • Forget any spells you already memorized.
  • Memorize all cantrips and rotes in your spell book.
  • Memorize new spells whose number does not exceed your level+2, and whose total levels does not exceed twice your level. You cannot memorize the same spell more than once.

Advanced Moves

When you gain a level from 2-5, you may choose from these moves:

Enlightened

(requires: Prepare Hierophant Spells)

Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Spellbook

(requires: Hierophant Spellbook)

Add a new spell from the spell list of any class or archetype to your repertoire.

Quick Study

When you see the effects of a spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.


When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Doyen

(requires: Enlightened)

Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.

Expanded Sphere of Influence

(requires: Expanded Spellbook) Select an additional sphere of influence. Add rotes from this sphere to your spellbook. When you gain a level, you may include this sphere in those from which you may choose spells.

Spell Augmentation

(requires: Spontaneous Caster)

When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Spontaneous Caster Alignments

You may choose one of these instead of a magician alignment:

Neutral

Reconcile your divine and arcane nature.

Spontaneous Caster Bonds

  • __________'s faith blinds them to a greater reality.
  • __________ denies the divine. I do not trust them.

Spontaneous Caster Gear

You get your spellbook (1 weight), some writing implements, and whatever your other specialties give you.

Spontaneous Caster Races

You may choose one of these instead of a magician race option:

Elf

Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.

Human

Choose one spell from a sphere of influence you have not studied. You can cast it as if it were one of your own spells.