Dissolution House Rules and Glaring Tyrant: Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
{{StatBlockPathfinder
  |name=Glaring Tyrant |CR=13
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+7
  |perception=+38 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


== Basic Conversion ==
  |AC=27 |touch=12 |flatfoot=24
  |ACdetail=+3 Dex, -1 size, +15 natural
  |miss=
  |hp=180 |HD=19d8+95
  |fort=+13 |ref=+9 |will=+15
  |weakness=
  |tag2=


Since ''Ptolus'' is a 3.5 production, some basic [[Ptolus Pathfinder Conversion|conversion to ''Pathfinder'']] was required.
  |spd=5 ft, fly 30ft (good)
  |melee=bite +8 (2d4)
  |ranged=eye ray +17 (as ray, crit range 19-20)
  |BAB=+14  | CMB=+15 | CMD=28 (can't be tripped)
  |space=10 |reach=5 ft.
  |atkopt=
  |gear=
  |sa=Baleful Eye, Eye Rays, Sustained Barrage
 
  |spelllikecl=19
  |spelllikeother=''at will''&mdash;''mage hand''<br>''2/round''&mdash;''stunning ray'' (DC 21), ''disintegrate'' (DC 24), ''blast ray'', ''slow'' (DC 21), ''telekinesis'' (DC 23)<br>''3/day''&mdash;''charm monster'' (DC 17)


== Classes ==
  |str=10 (+0)
  |dex=16 (+6)
  |con=20 (+5)
  |int=16 (+3)
  |wis=15 (+2)
  |cha=18 (+4)
  |sq=can't be tripped or flanked
  |feats=Alertness, Flyby Attack, Great Fortitude, Improved Critical (Eye Ray), Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Weapon Focus (Eye Ray)
  |skills=Bluff +12, Fly +25, Intimidate +25, Knowledge (Arcana) +23, Perception +38, Sense Motive +16, Spellcraft +23, Stealth +19, Survival +15
  |possessions=
  |spellbook=
  |tag4=


We add some unofficial classes:
  |environment=Cold hills
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


* [[Elemental Druid]] - a variation of the druid class, based on the four elements instead of animals and nature.
  |variants=
* [[Arcane Hierophant (Pathfinder)|Arcane Hierophant]] - a divine/arcane prestige class lifted and mutated from 3.5.
}}
* [[Spellsword_(Pathfinder)|Spellsword]] - a gish prestige class lifted and (severely) mutated from 3.5. After using it for a while, we ditched it.
== Real World History ==


== Experience ==
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].)


=== Progression ===
== Appearance ==


This is a really casual game that doesn't meet very often. So, we are using the "fast" experience table.
Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.


=== Ding! ===
== Special Abillities ==


Along the same lines: we follow a more video game style of advancement. As soon as you gain enough XP to level, you ''immediately'' do so. In addition, you regain all hit points and gain and benefits as if having taken a full rest (spells refresh, etc.). There are campaigns where things like training and safe zones and such matter; this isn't one of them.
'''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.


== Players Roll Most Dice ==
'''Baleful Eye (Su)''' The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a free 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 27) to successfully complete the spell. This DC is Charisma based and includes a +4 racial bonus. The cone moves with the glaring tyrant and, as the tyrant is never considered to be inside the cone, does not affect the use of its eye rays.


In order to get the players more involved when it is the monster's turn, and to distribute (and often parallelise!) monster's actions, players roll most dice. Nothing changes when the PCs act; they roll just the same as always. When a monster attacks a PC, however, instead of the monster rolling an attack, the PC rolls defense. This works as follows (note, the number 22 looks a bit odd in the following formulas, but guarantees that the [https://docs.google.com/spreadsheets/d/12ODzAkA_Jlfn6iJ43PJQvlQI0HUuz5CQfZGjThYzqhc/edit?usp=sharing probability of being hit] and so on remains unchanged):
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.


=== When monsters attack ===
'''Eye Rays (Su)''' Each of a glaring tyrant's ten eye stalks can produce a ray of magical energy with a range of 150 feet, once each round. Five different ray effects are available to the glaring tyrant, but it can only use each effect twice per round (that is, each effect can be generated by exactly two eye stalks). No matter the circumstances, the limit of ten rays, two of each type, cannot be exceeded in a single round. Further, the same effect may only be used against a specific target once per round. As a standard action, a glaring tyrant may fire any eye stalks it has not yet used this round. It can target up to three rays at a single target, but each ray must have different effects. Each ray requires a successful ranged touch attack. Save DCs are Charisma based and glaring tyrants gain a +4 racial bonus. Rays function as cast by a 19th level sorcerer.


The PC getting attacked makes a '''defense check''', rolling 1d20 + applicable AC against a DC of 22 + the attack modifier of the incoming attack. If the player meets or exceeds this DC, the attack misses. As with attack rolls, on the defense check a 1 always fails (meaning, you get hit) and a 20 always succeeds (meaning you defend, so the attack doesn't hurt you).
* The ''stunning ray'' can either Stun the target on a failed Fortitude save (DC 21, calculated as if a third level spell).
* The ''blast ray'' does 6d6 points of energy damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
* The ''telekinesis ray'' functions as a telekinesis spell (DC 23). The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Charisma (CMB +17). 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, trip or grapple approaching melee fighters.
* The ''slow ray'' works as per the spell if it hits (DC 21).
* The ''disintegrate ray'' works as the spell (DC 24, base damage 26d6).


On a roll of a natural 1, the attacking monster scores a threat (a possible critical hit). Make another defense check; if it again fails to avoid the attack, the opponent has scored a critical hit. If the monster has a greater critical range than usual, they threaten with a corresponding low defense check. For example, if the monster would threaten when rolling an 18-20 under normal rules, it would threaten if the defense check came up 1-3.
'''Flight (Ex)'''  A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent ''feather fall'' effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.


=== When monsters need to make saving throws ===
'''Sustained Barrage (Su)''' Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. As a free action, the tyrant may fire one of its eye rays at a target within 60 feet. Only one ray of each type may be fired in this way per round. Use of these rays counts against the per turn usage and targeting limits of the eye rays.


While PCs continue to make saving throws as normal, monsters (and other NPCs) do not. What would normally be a spell's save difficulty (e.g. 10 + spell level + ability modifier, etc.) is now added to a player-rolled 1d20 to become '''magic check''', targeting a DC of 22 + the monster's normal save modifier (e.g. if the spell required a Fort save, and the monster's Fort modifier was +5, the DC of the magic check would be 27). If the magic check meets or exceeds the DC, it takes effect on the monster. Rolling a 1 on a magic check always means the spell fails, while rolling a natural 20 always succeeds.
For example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. Both the fighter and the wizard get higher initiative rolls than the glaring tyrant, so it uses its sustained barrage ability, taking a free action at the start of the round to fire a ''slow'' ray at the fighter and another free action firing a ''stun'' ray at the wizard. Later in the round, on its own turn, it has eight rays left to fire. Since it already fired rays at the fighter and wizard, it can only target them with, at most, two rays each. It decides to use one against the fighter and two against the wizard. It casts three of the remaining rays against the cleric. The rouge, however, is under cover but has not yet acted in the round, so the glaring tyrant holds two rays in reserve for him. The rogue uses its action to attack, moving into the open. As he moves, the glaring tyrant uses the sustained barrage ability to target its two remaining rays at the rogue as free actionas. Since it can only use a given effect once per target, it spreads the rays around like so:


=== When players use spell resistance ===
* Fighter: ''slow'' (from sustained barrage), ''disintegrate''
* Wizard: ''stun'' (from sustained barrage), ''telekinesis'' (grapple), ''blast ray'' (cold)
* Cleric: ''stun'', ''disintegrate'', ''telekinesis'' (bull rush)
* Rogue: ''slow'' (from sustained barrage), ''blast ray'' (acid) (from sustained barrage)


When a PC has an SR rating, an attacker would normally make a caster level check top penetrate it. This roll is now made by the player as a '''spell resistance check''' rolling 1d20 + SR. The DC of this roll is equal to 22 + the attacking caster's level, plus any modifiers that normally apply to the attacker’s caster level check to overcome spell resistance (such as from the Spell Penetration feat). If the spell resistance check meets or exceeds the DC, the spell is resisted. Rolling a 1 on a magic check always means the spell gets thread, while rolling a natural 20 always resists.
== Design Choices ==


== Sneak Attacks and Ranged Weapons ==
All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability, which fits in more closely with Pathfinder's action system.


Just a clarification to the standard rules on sneak attacks:
The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD [http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-creation monster creation guidelines] a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. I stayed mostly close to this advice, but kept a bit of the "glass cannon" nature of the original creature.


* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
* WIth the two disintigrates and two blasts each round, the tyrant's damage output is ''much'' higher.
* Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
* The save DCs range slightly higher than typical for the CR.
* You cannot normally flank a target with a ranged weapon.
* Hit dice: standard for CR
* Feats: uses the standard number of feats, but feats are intentionally unoptimized. (As an example, Lightning Reflexes would help the tyrant more than some of its other feats. This is an easy change, if you want to make it. I don't.)
* AC is slightly lower than normal for the CR.
* Caster level: Default is to give the creature a caster level equal to its hit dice (19). Earlier versions reduced this, but playtesting suggested keeping the default as is. The only real result of this is that disintegrate does even more damage.
* Saving throws are a bit lower than usual for the CR.


So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus (or by using Furtive Shot, below). Targets lose their Dex bonus to AC in any of the following situations:
The choice to use free actions for the sustained barrage ability is intentional, and a result of playtesting. It gives the tyrant a lot of flexibility and helps it manage groups of foes in a more fearsome way. Essentially, it can interrupt enemies very easily. Without this ability, essentially the fighter closes the distance on his turn and lays a smackdown on the tyrant, ending the fight quickly.


* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Blinded|blinded]]
== PCGen Data ==
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Cowering|cowering]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Flat-Footed|flat-footed]] and does not have [[pfsrd:classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex-|Uncanny Dodge]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Helpless|helpless]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Stunned|stunned]]
* Target is [[pfsrd:skills/climb|climbing]]
* Target is running.
* Attacker is [[pfsrd:gamemastering---final/conditions---final#TOC-Invisible|invisible]]
* Attacker successfully [[pfsrd:gamemastering---final/combat---final#TOC-Feint|feints]] against the target.
* Attacker or ally uses [[pfsrd:feats/greater-feint-combat---final|Greater Feint]] against the target.


== Touch Attack Effects ==
The following data can be added to your "vendor data" files if you want to add this creature as a kit to [http://pcgen.sourceforge.net PCGen]. To use the data, you'll need to replace the &dagger; characters with tabs.


Not sure if this is actually a house rule or just a clarification. Certain powers require a successful touch attack. For such powers that have a limited number of uses per day (e.g. ''[[pfsrd-spell:p/produce-flame|produce flame]]'', ''[[pfsrd-spell:c/chill-touch|chill touch]]'', the touch power from the Evil domain, etc.) we allow these powers to activate on standard natural or unarmed attacks as well. (If the user is willing to expend a use of the power, why not?) Further, if the user has several of these effects available, they can activate as many of them as they like on the same attack (provided they expend a use of each power, of course). Such activations can also be stacked on top of "always on" effects of a touch attack (e.g. a lich's paralyzing touch, a spectre's energy drain, etc.).
Add this to your *_races.list file:


None of these effects can be used during attacks of opportunity.
<pre>
Glaring Tyrant&dagger;STARTFEATS:1&dagger;SIZE:L&dagger;MOVE:Walk,5,Fly,30&dagger;FACE:10&dagger;REACH:5&dagger;LANGAUTO:Common&dagger;BONUS:COMBAT|AC|15|TYPE=NaturalArmor.REPLACE&dagger;BONUS:STAT|DEX|6&dagger;BONUS:STAT|CON|10&dagger;BONUS:STAT|INT|5&dagger;BONUS:STAT|WIS|4&dagger;BONUS:STAT|CHA|7&dagger;CSKILL:Knowledge (Arcana)|Perception|Stealth|Survival&dagger;ABILITY:Special Ability|AUTOMATIC|Eye Rays ~ Glaring Tyrant|All Around Vision ~ Glaring Tyrant|Flight ~ Glaring Tyrant|Baleful Eye ~ Glaring Tyrant|Sustained Barrage ~ Glaring Tyrant|Can't Be Tripped&dagger;LEGS:0&dagger;HANDS:0&dagger;NATURALATTACKS:Eye Ray,Weapon.Natural.Ranged.Piercing,*1,0|Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing.Bludgeoning,*1,2d4&dagger;MONSTERCLASS:Aberration:19&dagger;RACETYPE:Aberration&dagger;SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=HD|Mage Hand&dagger;SPELLS:Innate|TIMES=3|CASTERLEVEL=HD|Charm Monster,13+CHA&dagger;CR:13&dagger;SOURCELONG:wiki&dagger;SOURCESHORT:wiki&dagger;SOURCEPAGE:p.5
</pre>


Note that this rule tends to be much more useful for monsters than it does for PCs.
Add this to your *_abilities.lst file:


== Bloodline Attacks ==
<pre>
#Glaring Tyrant
All Around Vision&dagger;KEY:All Around Vision ~ Glaring Tyrant&dagger;CATEGORY:Special Ability&dagger;TYPE:SpecialQual.Extraordinary&dagger;VISIBLE:YES&dagger;BONUS:SKILL|Perception|4|TYPE=Racial&dagger;DESC: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.
Flight&dagger;KEY:Flight ~ Glaring Tyrant&dagger;CATEGORY:Special Ability&dagger;TYPE:SpecialQual.Extraordinary&dagger;VISIBLE:YES&dagger;BONUS:SKILL|Fly|4|TYPE=Racial&dagger;DESC: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. The glaring tyrant may hover without needing to make a Fly skill check.&dagger;
Eye Rays&dagger;KEY:Eye Rays ~ Glaring Tyrant&dagger;CATEGORY:Special Ability&dagger;TYPE:SpecialAttack.Supernatural&dagger;VISIBLE:YES&dagger;SPELLS:Eye Rays|TIMES=ATWILL|CASTERLEVEL=HD|Disintegrate,16+CHA+4|Scorching Ray|Slow,13+CHA+4|Telekinesis,15+CHA+4&dagger;DESC:Each of a glaring tyrant's ten eye stalks can produce a ray of magical energy with a range of 150 feet, once each round. Five different ray effects are available to the glaring tyrant, but it can only use each effect twice per round (that is, each effect can be generated by exactly two eye stalks). No matter the circumstances, the limit of ten rays, two of each type, cannot be exceeded in a single round. Further, the same effect may only be used against a specific target once per round. As a standard action, a glaring tyrant may fire any eye stalks it has not yet used this round. It can target up to three rays at a single target, but each ray must have different effects. Each ray requires a successful ranged touch attack. The Stunning Ray can stuns a target on a failed Fortitude save (DC %1). The Blast Ray does 6d6 points of energy damage, with the glaring tyrant choosing the energy type as it fires. The Telekinesis Ray functions as a telekinesis spell (DC %3). The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Charisma (CMB +%5). 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, trip or grapple approaching melee fighters. The Slow Ray works as per the spell if it hits (DC %2). The Disintegrate Ray works as the spell (DC %4). Save DCs are Charisma based and glaring tyrants gain a +4 racial bonus. Rays function as cast by a %6th level sorcerer.|13+CHA+4|13+CHA+4|15+CHA+4|16+CHA+4|13+CHA|HD
Baleful Eye&dagger;KEY:Baleful Eye ~ Glaring Tyrant&dagger;CATEGORY:Special Ability&dagger;TYPE:SpecialAttack.Supernatural&dagger;VISIBLE:YES&dagger;DESC:The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a free action, the glaring tyrant creates a 60 foot cone. The tyrant gains Spell Resistance %1 against any spell cast from inside this area. (This value calculated using 10 + half hit dice + Charisma bonus + 4 racial bonus). The cone moves with the glaring tyrant and, as the tyrant is never considered to be inside the cone, does not affect the use of its eye rays.|10+(HD/2)+CHA+4
Sustained Barrage&dagger;KEY:Sustained Barrage ~ Glaring Tyrant&dagger;CATEGORY:Special Ability&dagger;TYPE:SpecialAttack.Supernatural&dagger;VISIBLE:YES&dagger;DESC:Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. As a free action, the tyrant may fire an eye ray at a target within 60 feet. Only one ray of each type may be fire this way each turn. Use of these rays counts against the per turn usage and targeting limits of the eye rays. For example, if this ability is used prior to the glaring tyrant's action to fire two rays, it will only be able to fire the remaining eight rays on its standard action. Similarly, if the glaring tyrant fires all its rays as its standard action prior to using this ability, no ray uses will remain to power this ability later in the round.
</pre>


Many of the sorcerer bloodlines bestow a standard action minor attack as bloodline power at first level, usable a limited number of times per day, but not really scaling well with level (apart from a very minor damage bump, usually). These powers are intended to give a first level sorcerer a bit more firepower, but they quickly become useless as the sorcerer levels, having better things to do with a standard action. This makes them significantly worse (and more boring) than some otherwise equivalent bloodline powers that do scale well with level.  
Add this to your *_kits.lst file:


We change these powers to scale the ''timing'' of the minor attack with level. This still keeps them in the realm of small utility benefits, but turns these powers into something a rational sorcerer might actually have a reason to use at any level. These powers gain the following text: "At fifth level, this ability may be used as a move action. At tenth level, this ability may be used as a swift action. At fifteenth level, this ability may be used as an immediate action."
<pre>
STARTPACK:Glaring Tyrant ~ Default&dagger;TYPE:DefaultMonster.Aberration VISIBLE:QUALIFY&dagger;EQUIPBUY:0&dagger;PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Glaring Tyrant]
RACE:Glaring Tyrant&dagger;!PRERACE:1,%
NAME:Glaring Tyrant
ALIGN:LE
SKILL:Bluff&dagger;RANK:8
SKILL:Fly&dagger;RANK:17
SKILL:Intimidate&dagger;RANK:18
SKILL:Knowledge (Arcana)&dagger;RANK:17
SKILL:Perception&dagger;RANK:19
SKILL:Sense Motive&dagger;RANK:10
SKILL:Spellcraft&dagger;RANK:17
SKILL:Stealth&dagger;RANK:17
SKILL:Survival&dagger;RANK:10
FEAT:Alertness
FEAT:Flyby Attack
FEAT:Great Fortitude
FEAT:Improved Critical (Eye Ray)
FEAT:Improved Initiative
FEAT:Iron Will
FEAT:Point-Blank Shot
FEAT:Precise Shot
FEAT:Skill Focus (Perception)
FEAT:Weapon Focus (Eye Ray)
STAT:INT=11|WIS=11|CHA=11|STR=10|DEX=10|CON=10
</pre>


This ruling effects at least the following powers (bloodline): acid ray (shaitan), acidic ray (abberant), electricity ray (djinni), elemental ray (elemental), fire ray (efreeti), frost ray (marid), heavenly fire (celestial), horrific visage (accursed), minute meteors (starsoul), wasting ray (dæmon)
[[Category:Creature]]
 
== Critical hits ==
 
When you roll within your critical range, you have a choice:
 
* You may roll for a critical hit, as per the standard rules.
* You may automatically just take max weapon damage. (If your critical multiplier is &times;3, you deal two times max weapon damage. At &times;4, you deal three times max damage.)
* You may roll for a critical hit, and on confirmation, draw a card from the Critical Hit deck, doing what the card says. If your critical multiplier is &times;3, you add one to the multiplier mentioned on the card. With a &times;4 multiplier, you add two.
* You may roll for a critical hit, and on confirmation, draw a number of cards from the Critical Hit deck: &times;2 multiplier draws one card, &times;3 draws two, &times;4 draws three. You then select ''one'' of the cards and do what it says exactly (i.e. no adjusting the multiplier).
 
This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:
 
{| class="wikitable"
|-
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|-
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|-
| '''Standard rules''' || colspan="2" | Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually &times;2) || Applied only once, even if critical succeeded.
|-
| '''House rule''' || colspan="2" | ''No additional roll needed''. Damage roll treated as if highest number came up on each die. If multiplier is &times;3, multiply the result by 2. If multiplier is &times;4 multiply the result by 3. ||  Applied only once
|}
 
To use abilities that trigger off of critical hits (such as critical feats), you ''must'' make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.
 
In most cases, the house rule will result in a lower ''average'' damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:
 
{| class="wikitable centeredcells"
|-
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|-
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|-
| '''Lostwhite w/ +1 flaming flail''' || 1d8 || +9 || +1d6 fire || &times;2 || 1+9+1=<br/>11 || 4.5+9+3.5=<br/>17 || 8+9+6=<br/>23 || 2(1+9)+1=<br/>21 || 2(4.5+9)+3.5=<br/>30.5 || 2(8+9)+6=<br/>40 || 8+9+1=<br/>18 || 8+9+3.5=<br/>20.5 || 8+9+6=<br/>23
|-
| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
|-
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 2(8+7)=<br/>30
|-
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
|-
| '''Scoffney w/ +1 rifle''' || 1d10 || +1 || || '''&times;4''' || 1+1=<br/>2 || 5.5+1=<br/>6.5 || 10+1=<br/>11 || 4(1+1)=<br/>8 || 4(5.5+1)=<br/>26 || 4(10+1)=<br/>44 || colspan="3" | 3(10+1)=<br/>33
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d10 || +1 || +3d6 || '''&times;4''' || 1+1+3=<br/>5 || 5.5+1+3(3.5)=<br/>17 || 10+1+3(6)=<br/>29 || 4(1+1)+3=<br/>11 || 4(5.5+1)+3(3.5)=<br/>36.5 || 4(10+1)+3(6)=<br/>62 || 3(10+1)+3=<br/>36 || 3(10+1)+3(3.5)=<br/>43.5 || 3(10+1)+3(6)=<br/>51
|-
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24
|}
 
The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.
 
== Feats and Such ==
 
=== Reach Spell ===
 
''Warning: this house rule is broken (you can tell because it is hard to imagine any caster that wouldn't take this feat). It also changes magic a bit (particularly for clerics and other healers). We know. We don't care. It's fun.''
 
This one started as a mistake, but was active for long enough to make us keep it. Reach Spell is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').
 
=== Intensified Spell ===
 
Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. It now explicitly applies to spells that generate a level capped number of items per casting, including ''magic missile'', ''scorching ray'' and ''call lightning''.
 
It also applies to spells with damage formulae such as "2d8 + caster level (max ''x'')", increasing ''x'' by five (i.e. most cure spells, ''produce flame'', ''fire shield'', etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ''ray of enfeeblement'').
 
=== Vital Strike ===
 
From the look of the errata, looks like we read this one wrong as well, but we're keeping it too. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
 
=== Arcane Strike ===
 
Alchemists count as "arcane casters" for the purposes of qualifying for this feat. This may or may not be "official"; depends on who you ask. (Hero Lab does it this way, for example).
 
=== Arterial Strike ===
 
This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
 
'''Prerequisite''': Sneak attack ability, base attack bonus +4.<br/>
'''Benefit''': If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed bleed]. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.
 
=== Close Shot (Combat) ===
 
This is a new feat, which extends "point blank" range.
 
'''Prerequisite''': base attack bonus +3.<br/>
'''Benefit''': Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:
* Using [[pfsrd:feats/point-blank-shot-combat---final|Point Blank Shot]].
* Sneak attacking with ranged weapons.
* Using the Reach Spell feat (see above).
* Casting touch spells from wands (see below).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.
 
=== Furtive Shot ===
 
This is a new [[pfsrd:classes/basic-classes/rogue#TOC-Rogue-Talents|rogue talent]]:
 
''Furtive Shot ([[pfsrd:basics-ability-scores/glossary---final#TOC-Extraordinary-Abilities-Ex-|Ex]])'': If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.
 
== Magical Items ==
 
=== Pearl of Power ===
 
Spontaneous casters can use a ''[[pfsrd:magic-items/wondrous-items#TOC-Pearl-of-Power|pearl of power]]'' to restore a spell slot, with one restriction: that slot can only be used to cast a specific spell that the user has already cast that day (specified when the perl is used). Also, anyone using a pearl must spend a full action to do so.
 
=== Wands ===
 
We treat wands as if they all have the Reach Spell feat (see above). That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.

Revision as of 17:35, 29 June 2011

Glaring Tyrant CR 13

LE Large Aberration

Init +7, Senses Perception +38; Darkvision (60 ft),

DEFENSE
AC 27, touch 12, flat-footed 24 (+3 Dex, -1 size, +15 natural)

hp 180 (19d8+95 HD)

Fort +13, Ref +9, Will +15

OFFENSE
Spd 5 ft, fly 30ft (good)

Melee bite +8 (2d4)

Ranged eye ray +17 (as ray, crit range 19-20)

Space 10 ft.;Reach 5 ft.

Special Actions Baleful Eye, Eye Rays, Sustained Barrage

Spell-Like Abilities (CL 19)

at willmage hand
2/roundstunning ray (DC 21), disintegrate (DC 24), blast ray, slow (DC 21), telekinesis (DC 23)
3/daycharm monster (DC 17))

STATISTICS

Str 10 (+0), Dex 16 (+6), Con 20 (+5), Int 16 (+3), Wis 15 (+2), Cha 18 (+4)

Base Atk +14, CMB +15, CMD 28 (can't be tripped)

SQ can't be tripped or flanked

Feats Alertness, Flyby Attack, Great Fortitude, Improved Critical (Eye Ray), Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Weapon Focus (Eye Ray)

Skills Bluff +12, Fly +25, Intimidate +25, Knowledge (Arcana) +23, Perception +38, Sense Motive +16, Spellcraft +23, Stealth +19, Survival +15

ECOLOGY

Environment Cold hills

Organization Solitary, pair, or cluster

Treasure Double

Real World History

The glaring tyrant is a re-imaging of a classic monster for the Pathfinder system, refactored based on 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 The Book of Forbidden Lore.)

Appearance

Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.

Special Abillities

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.

Baleful Eye (Su) The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a free 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 27) to successfully complete the spell. This DC is Charisma based and includes a +4 racial bonus. The cone moves with the glaring tyrant and, as the tyrant is never considered to be inside the cone, does not affect the use of its eye rays.

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

Eye Rays (Su) Each of a glaring tyrant's ten eye stalks can produce a ray of magical energy with a range of 150 feet, once each round. Five different ray effects are available to the glaring tyrant, but it can only use each effect twice per round (that is, each effect can be generated by exactly two eye stalks). No matter the circumstances, the limit of ten rays, two of each type, cannot be exceeded in a single round. Further, the same effect may only be used against a specific target once per round. As a standard action, a glaring tyrant may fire any eye stalks it has not yet used this round. It can target up to three rays at a single target, but each ray must have different effects. Each ray requires a successful ranged touch attack. Save DCs are Charisma based and glaring tyrants gain a +4 racial bonus. Rays function as cast by a 19th level sorcerer.

  • The stunning ray can either Stun the target on a failed Fortitude save (DC 21, calculated as if a third level spell).
  • The blast ray does 6d6 points of energy damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
  • The telekinesis ray functions as a telekinesis spell (DC 23). The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Charisma (CMB +17). 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, trip or grapple approaching melee fighters.
  • The slow ray works as per the spell if it hits (DC 21).
  • The disintegrate ray works as the spell (DC 24, base damage 26d6).

Flight (Ex) A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent feather fall effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.

Sustained Barrage (Su) Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. As a free action, the tyrant may fire one of its eye rays at a target within 60 feet. Only one ray of each type may be fired in this way per round. Use of these rays counts against the per turn usage and targeting limits of the eye rays.

For example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. Both the fighter and the wizard get higher initiative rolls than the glaring tyrant, so it uses its sustained barrage ability, taking a free action at the start of the round to fire a slow ray at the fighter and another free action firing a stun ray at the wizard. Later in the round, on its own turn, it has eight rays left to fire. Since it already fired rays at the fighter and wizard, it can only target them with, at most, two rays each. It decides to use one against the fighter and two against the wizard. It casts three of the remaining rays against the cleric. The rouge, however, is under cover but has not yet acted in the round, so the glaring tyrant holds two rays in reserve for him. The rogue uses its action to attack, moving into the open. As he moves, the glaring tyrant uses the sustained barrage ability to target its two remaining rays at the rogue as free actionas. Since it can only use a given effect once per target, it spreads the rays around like so:

  • Fighter: slow (from sustained barrage), disintegrate
  • Wizard: stun (from sustained barrage), telekinesis (grapple), blast ray (cold)
  • Cleric: stun, disintegrate, telekinesis (bull rush)
  • Rogue: slow (from sustained barrage), blast ray (acid) (from sustained barrage)

Design Choices

All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability, which fits in more closely with Pathfinder's action system.

The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD monster creation guidelines a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. I stayed mostly close to this advice, but kept a bit of the "glass cannon" nature of the original creature.

  • WIth the two disintigrates and two blasts each round, the tyrant's damage output is much higher.
  • The save DCs range slightly higher than typical for the CR.
  • Hit dice: standard for CR
  • Feats: uses the standard number of feats, but feats are intentionally unoptimized. (As an example, Lightning Reflexes would help the tyrant more than some of its other feats. This is an easy change, if you want to make it. I don't.)
  • AC is slightly lower than normal for the CR.
  • Caster level: Default is to give the creature a caster level equal to its hit dice (19). Earlier versions reduced this, but playtesting suggested keeping the default as is. The only real result of this is that disintegrate does even more damage.
  • Saving throws are a bit lower than usual for the CR.

The choice to use free actions for the sustained barrage ability is intentional, and a result of playtesting. It gives the tyrant a lot of flexibility and helps it manage groups of foes in a more fearsome way. Essentially, it can interrupt enemies very easily. Without this ability, essentially the fighter closes the distance on his turn and lays a smackdown on the tyrant, ending the fight quickly.

PCGen Data

The following data can be added to your "vendor data" files if you want to add this creature as a kit to PCGen. To use the data, you'll need to replace the † characters with tabs.

Add this to your *_races.list file:

Glaring Tyrant†STARTFEATS:1†SIZE:L†MOVE:Walk,5,Fly,30†FACE:10†REACH:5†LANGAUTO:Common†BONUS:COMBAT|AC|15|TYPE=NaturalArmor.REPLACE†BONUS:STAT|DEX|6†BONUS:STAT|CON|10†BONUS:STAT|INT|5†BONUS:STAT|WIS|4†BONUS:STAT|CHA|7†CSKILL:Knowledge (Arcana)|Perception|Stealth|Survival†ABILITY:Special Ability|AUTOMATIC|Eye Rays ~ Glaring Tyrant|All Around Vision ~ Glaring Tyrant|Flight ~ Glaring Tyrant|Baleful Eye ~ Glaring Tyrant|Sustained Barrage ~ Glaring Tyrant|Can't Be Tripped†LEGS:0†HANDS:0†NATURALATTACKS:Eye Ray,Weapon.Natural.Ranged.Piercing,*1,0|Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing.Bludgeoning,*1,2d4†MONSTERCLASS:Aberration:19†RACETYPE:Aberration†SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=HD|Mage Hand†SPELLS:Innate|TIMES=3|CASTERLEVEL=HD|Charm Monster,13+CHA†CR:13†SOURCELONG:wiki†SOURCESHORT:wiki†SOURCEPAGE:p.5

Add this to your *_abilities.lst file:

#Glaring Tyrant
All Around Vision†KEY:All Around Vision ~ Glaring Tyrant†CATEGORY:Special Ability†TYPE:SpecialQual.Extraordinary†VISIBLE:YES†BONUS:SKILL|Perception|4|TYPE=Racial†DESC: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.
Flight†KEY:Flight ~ Glaring Tyrant†CATEGORY:Special Ability†TYPE:SpecialQual.Extraordinary†VISIBLE:YES†BONUS:SKILL|Fly|4|TYPE=Racial†DESC: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. The glaring tyrant may hover without needing to make a Fly skill check.†
Eye Rays†KEY:Eye Rays ~ Glaring Tyrant†CATEGORY:Special Ability†TYPE:SpecialAttack.Supernatural†VISIBLE:YES†SPELLS:Eye Rays|TIMES=ATWILL|CASTERLEVEL=HD|Disintegrate,16+CHA+4|Scorching Ray|Slow,13+CHA+4|Telekinesis,15+CHA+4†DESC:Each of a glaring tyrant's ten eye stalks can produce a ray of magical energy with a range of 150 feet, once each round. Five different ray effects are available to the glaring tyrant, but it can only use each effect twice per round (that is, each effect can be generated by exactly two eye stalks). No matter the circumstances, the limit of ten rays, two of each type, cannot be exceeded in a single round. Further, the same effect may only be used against a specific target once per round. As a standard action, a glaring tyrant may fire any eye stalks it has not yet used this round. It can target up to three rays at a single target, but each ray must have different effects. Each ray requires a successful ranged touch attack. The Stunning Ray can stuns a target on a failed Fortitude save (DC %1). The Blast Ray does 6d6 points of energy damage, with the glaring tyrant choosing the energy type as it fires. The Telekinesis Ray functions as a telekinesis spell (DC %3). The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Charisma (CMB +%5). 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, trip or grapple approaching melee fighters. The Slow Ray works as per the spell if it hits (DC %2). The Disintegrate Ray works as the spell (DC %4). Save DCs are Charisma based and glaring tyrants gain a +4 racial bonus. Rays function as cast by a %6th level sorcerer.|13+CHA+4|13+CHA+4|15+CHA+4|16+CHA+4|13+CHA|HD
Baleful Eye†KEY:Baleful Eye ~ Glaring Tyrant†CATEGORY:Special Ability†TYPE:SpecialAttack.Supernatural†VISIBLE:YES†DESC:The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a free action, the glaring tyrant creates a 60 foot cone. The tyrant gains Spell Resistance %1 against any spell cast from inside this area. (This value calculated using 10 + half hit dice + Charisma bonus + 4 racial bonus). The cone moves with the glaring tyrant and, as the tyrant is never considered to be inside the cone, does not affect the use of its eye rays.|10+(HD/2)+CHA+4
Sustained Barrage†KEY:Sustained Barrage ~ Glaring Tyrant†CATEGORY:Special Ability†TYPE:SpecialAttack.Supernatural†VISIBLE:YES†DESC:Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. As a free action, the tyrant may fire an eye ray at a target within 60 feet. Only one ray of each type may be fire this way each turn. Use of these rays counts against the per turn usage and targeting limits of the eye rays. For example, if this ability is used prior to the glaring tyrant's action to fire two rays, it will only be able to fire the remaining eight rays on its standard action. Similarly, if the glaring tyrant fires all its rays as its standard action prior to using this ability, no ray uses will remain to power this ability later in the round.

Add this to your *_kits.lst file:

STARTPACK:Glaring Tyrant ~ Default†TYPE:DefaultMonster.Aberration VISIBLE:QUALIFY†EQUIPBUY:0†PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Glaring Tyrant]
RACE:Glaring Tyrant†!PRERACE:1,%
NAME:Glaring Tyrant
ALIGN:LE
SKILL:Bluff†RANK:8
SKILL:Fly†RANK:17
SKILL:Intimidate†RANK:18
SKILL:Knowledge (Arcana)†RANK:17
SKILL:Perception†RANK:19
SKILL:Sense Motive†RANK:10
SKILL:Spellcraft†RANK:17
SKILL:Stealth†RANK:17
SKILL:Survival†RANK:10
FEAT:Alertness
FEAT:Flyby Attack
FEAT:Great Fortitude
FEAT:Improved Critical (Eye Ray)
FEAT:Improved Initiative
FEAT:Iron Will
FEAT:Point-Blank Shot
FEAT:Precise Shot
FEAT:Skill Focus (Perception)
FEAT:Weapon Focus (Eye Ray)
STAT:INT=11|WIS=11|CHA=11|STR=10|DEX=10|CON=10