Glaring Tyrant and Descent Into Pandemonium: Difference between pages

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{{StatBlockPathfinder
<div class="meta">
  |name=Glaring Tyrant |CR=13
The idea of the [https://seanmccoy.substack.com/p/dungeon23 #dungeon32] "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a [https://www.jetpens.com/Hobonichi-Techo-Weeks-Planners/ct/4080 particular kind of notebook]. This is the result of mine, with an introduction written after it was all done.</div>
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


  |AC=27 |touch=12 |flatfoot=24
== Introduction ==
  |ACdetail=+2 Dex, -1 size, +15 natural, +1 dodge
  |miss=
  |hp=103 |HD=13d8+44
  |fort=+10 |ref=+6 |will=+12
  |weakness=
  |tag2=


  |spd=5 ft, fly 30ft (good)
===
  |melee=bite +3 (2d4)
  |ranged=eye ray +10 (as ray)
  |BAB=+9  | CMB=+10 | CMD=23 (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)
== January ==
  |dex=15 (+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
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


  |variants=
== Appendices ==
}}
== 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].)
=== Appendix A: The Arch Keys ===


== Appearance ==
The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:


Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.
* Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
* Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
* Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
* Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
* Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27


== Special Abillities ==
=== Appendix B: Tesseract Connections ===


'''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.
When the Kiooliciti built their tesseract, they labelled the ''edges'' of its graph not the ''nodes''. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:


'''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.
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<div class="row">
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.
<div class="col-sm-4">
 
* 🜁 air 3.26 → random destination.
'''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.
* 🜂 fire 1.21 — 3.26
 
* 🜃 earth 3.26 ↔ 4.15
* The ''stun ray'' can either Stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).  
* 🜄 water 3.26 ↔ 5.1
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing the energy type.  
* 🜉 aqua vitæ 4.15 ↔ 6.2
* 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 or trip approaching melee fighters.
* 🜌 vinegar 4.15 ↔ 5.1
* The ''slow ray'' works as per the spell if it hits (DC 20).  
* 🜍 sulphur 4.29 ↔ 5.11
* The ''disintegrate ray'' works as the spell (DC 23, base damage 26d6).
* 🜎 philosophers sulfur
 
* 🜏 black sulfur 5.7 ↔ 5.17
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:
* 🜑 mercury sublimate 5.10 ↔ 5.17
 
* 🜔 salt 5.6 ↔ 5.7
* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
* 🜕 nitre 5.11 ↔ 5.21
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
* 🜖 vitriol 5.3 ↔ 5.7
* Cleric: ''stun'', ''disintegrate''.
* 🜨 verdigris 5.21 ↔ 5.30
* Rogue: ''slow'', ''blast ray'' (acid).
* 🜶 alkali 5.17 ↔ 5.31
 
* 🜳 regulus 5.4 ↔ 5.5
'''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.
* 🜬 sublimate of antimony 5.4 ↔ 5.8
 
* 🜢 sublimate of copper 5.5 ↔ 5.8
'''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.
</div>
 
<div class="col-sm-4">
== Design Choices ==
* 🝁 quicklime 5.15 ↔ 6.3
 
* 🝅 alum 5.15 ↔ 6.3
All of the advice in the monster makeover was followed, except for 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.
* 🜩 tin 5.2 ↔ 5.8
 
* 🜚 gold 5.16 ↔ 5.19
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. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:
* 🜛 silver 5.20 ↔ 6.1
 
* 🜠 copper 5.29 ↔ 6.2
* Hit dice: to keep the caster level at 13, I went with 13 hit dice instead of 19. This changes a lot of the other scores, making the tyrant physically weak for its CR, as it should be. At 4.5hp per die, the tyrant's average hp are just over half the standard for the CR.
* 🜪 lead 5.2 ↔ 5.14
* AC is slightly lower than usual for the CR.
* 🜜 iron 5.8 ↔ 5.31
* WIth the two disintigrates and two blasts each round, the tyrant's damage output is ''much'' higher.
* 🜫 antimony 5.20 ↔ 6.1
* The save DCs range slightly higher than typical for the CR.
* 🜾 bismuth 5.16 ↔ 6.4
* The lower number of hit dice yields much lower attack ratings and saving throws. Since most of tyrant's abilities used ranged touches, this is probably about right.
* 🜺 arsenic 5.8 ↔ 5.13
 
* 🜼 realgar 5.30 ↔ 6.4
[[Category:Creature]]
* 🜸 marcasite 5.20 ↔ 6.4
* 🜿 tartar 5.10 ↔ 5.16
* 🝃 borax 5.31 ↔ 6.1
* 🜘 rock salt 5.2 ↔ 5.11
* 🝉 gum 5.9 ↔ 5.13
* 🝊 wax 5.2 ↔ 5.20
</div>
<div class="col-lg-4">
* 🝕 urine 5.2 ↔ 5.29
* 🝖 horse dung
* 🝞 sublimation 5.2 ↔ 5.22
* 🝟 precipitate 5.10 ↔ 5.24
* 🝠 distill 5.15 ↔ 5.23
* 🝢 dissolve 5.8 ↔ 5.25
* 🝣 purify 5.2 ↔ 5.27
* 🝤 putrefaction 5.17 ↔ 5.26
* 🝩 crucible 5.9 ↔ 5.28
* 🝪 alembic 5.25 ↔ 7.3
* 🝭 retort 5.23 ↔ 7.31
* 🝑 trident 5.24 ↔ 6.5
* 🝎 caput mortuum 5.20 ↔ 5.27
* ⍚ “evaporate” 5.26 ↔ 6.1
* ⍝ “encase” 5.27 ↔ 5.31
* ⍢ “grind” 5.27 ↔ 6.2
* ⌱ “extract” 5.28 ↔ 6.3
</div>
</div>
</div>

Revision as of 05:48, 24 December 2023

The idea of the #dungeon32 "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a particular kind of notebook. This is the result of mine, with an introduction written after it was all done.

Introduction

=

January

Appendices

Appendix A: The Arch Keys

The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:

  • Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
  • Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
  • Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
  • Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
  • Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27

Appendix B: Tesseract Connections

When the Kiooliciti built their tesseract, they labelled the edges of its graph not the nodes. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:

  • 🜁 air 3.26 → random destination.
  • 🜂 fire 1.21 — 3.26
  • 🜃 earth 3.26 ↔ 4.15
  • 🜄 water 3.26 ↔ 5.1
  • 🜉 aqua vitæ 4.15 ↔ 6.2
  • 🜌 vinegar 4.15 ↔ 5.1
  • 🜍 sulphur 4.29 ↔ 5.11
  • 🜎 philosophers sulfur
  • 🜏 black sulfur 5.7 ↔ 5.17
  • 🜑 mercury sublimate 5.10 ↔ 5.17
  • 🜔 salt 5.6 ↔ 5.7
  • 🜕 nitre 5.11 ↔ 5.21
  • 🜖 vitriol 5.3 ↔ 5.7
  • 🜨 verdigris 5.21 ↔ 5.30
  • 🜶 alkali 5.17 ↔ 5.31
  • 🜳 regulus 5.4 ↔ 5.5
  • 🜬 sublimate of antimony 5.4 ↔ 5.8
  • 🜢 sublimate of copper 5.5 ↔ 5.8
  • 🝁 quicklime 5.15 ↔ 6.3
  • 🝅 alum 5.15 ↔ 6.3
  • 🜩 tin 5.2 ↔ 5.8
  • 🜚 gold 5.16 ↔ 5.19
  • 🜛 silver 5.20 ↔ 6.1
  • 🜠 copper 5.29 ↔ 6.2
  • 🜪 lead 5.2 ↔ 5.14
  • 🜜 iron 5.8 ↔ 5.31
  • 🜫 antimony 5.20 ↔ 6.1
  • 🜾 bismuth 5.16 ↔ 6.4
  • 🜺 arsenic 5.8 ↔ 5.13
  • 🜼 realgar 5.30 ↔ 6.4
  • 🜸 marcasite 5.20 ↔ 6.4
  • 🜿 tartar 5.10 ↔ 5.16
  • 🝃 borax 5.31 ↔ 6.1
  • 🜘 rock salt 5.2 ↔ 5.11
  • 🝉 gum 5.9 ↔ 5.13
  • 🝊 wax 5.2 ↔ 5.20
  • 🝕 urine 5.2 ↔ 5.29
  • 🝖 horse dung
  • 🝞 sublimation 5.2 ↔ 5.22
  • 🝟 precipitate 5.10 ↔ 5.24
  • 🝠 distill 5.15 ↔ 5.23
  • 🝢 dissolve 5.8 ↔ 5.25
  • 🝣 purify 5.2 ↔ 5.27
  • 🝤 putrefaction 5.17 ↔ 5.26
  • 🝩 crucible 5.9 ↔ 5.28
  • 🝪 alembic 5.25 ↔ 7.3
  • 🝭 retort 5.23 ↔ 7.31
  • 🝑 trident 5.24 ↔ 6.5
  • 🝎 caput mortuum 5.20 ↔ 5.27
  • ⍚ “evaporate” 5.26 ↔ 6.1
  • ⍝ “encase” 5.27 ↔ 5.31
  • ⍢ “grind” 5.27 ↔ 6.2
  • ⌱ “extract” 5.28 ↔ 6.3