Glaring Tyrant and Spontaneous Caster Specialty: Difference between pages

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{{StatBlockPathfinder
{{tocright}}
  |name=Glaring Tyrant |CR=13
''A ''Class Warfare''-like magician 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 have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.
  |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)
Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.
  |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 spontaneous caster 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].)
=== Arcane Potential ===


== Appearance ==
Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.


Large floating sphere with huge central eye, gaping mouth, and eye-stalks.
=== Gather Mojo ===


== Special Abillities ==
When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.


'''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.
=== Tap the Source ===


'''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 cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:
* After it is cast, spend mojo equal to the level of the spell.
* The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.


'''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).
=== Empowered Magic ===
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing the energy type.
(requires: Tap the Source) When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
* 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:
* The spell’s effects are maximized.
* The spell’s targets are doubled.


* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
=== Deep Connection ===
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
(requires: Gather Mojo) Choose a spell. You learn and cast that spell as if it were one level lower.
* 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.
=== Expanded Repertoire ===
(requires: Arcane Potential) 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.
=== Improvisational Trick ===
(requires: Gather Mojo) When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +2 forward.


[[Category:Creature]]
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
 
=== Deeper Connection ===
(requires: Deep Connection) Choose one spell in addition to the one you picked for Deep Connection. You prepare that spell as if it were one level lower.
 
=== Greater Empowered Magic ===
(replaces: Empowered Magic) When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:
 
* The spell’s effects are doubled.
* The spell’s targets are doubled.
 
=== Spell Augmentation ===
(requires: Tap the Source) 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:
 
=== Chaotic ===
 
Interfere with someone who opposes your nature.
 
=== Lawful ===
 
Pay the expected price when magic helps you.
 
== Spontaneous Caster Bonds ==
 
* __________ has seen my true face.
* __________ can teach me much about myself, though they don't know it.
* __________ is somehow connected to my source of magic.
 
== Spontaneous Caster Gear ==
 
Choose one:
* Adventuring gear (5 uses, 1 weight).
* Dungeon rations (5 uses, 1 weight).
* Healing potion.
 
== 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.
 
=== Halfling ===
 
Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.
 
=== Human ===
 
Choose any first level spell and add it to your repertoire.

Revision as of 16:40, 31 March 2015

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

You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.

Compendium Class

Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.

Stats

If you choose the spontaneous caster 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:

Arcane Potential

Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.

Gather Mojo

When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.

Tap the Source

When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:

  • After it is cast, spend mojo equal to the level of the spell.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Advanced Moves

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

Empowered Magic

(requires: Tap the Source) When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

  • The spell’s effects are maximized.
  • The spell’s targets are doubled.

Deep Connection

(requires: Gather Mojo) Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Repertoire

(requires: Arcane Potential) Add a new spell from the spell list of any class or archetype to your repertoire.

Improvisational Trick

(requires: Gather Mojo) When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +2 forward.

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

Deeper Connection

(requires: Deep Connection) Choose one spell in addition to the one you picked for Deep Connection. You prepare that spell as if it were one level lower.

Greater Empowered Magic

(replaces: Empowered Magic) When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:

  • The spell’s effects are doubled.
  • The spell’s targets are doubled.

Spell Augmentation

(requires: Tap the Source) 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:

Chaotic

Interfere with someone who opposes your nature.

Lawful

Pay the expected price when magic helps you.

Spontaneous Caster Bonds

  • __________ has seen my true face.
  • __________ can teach me much about myself, though they don't know it.
  • __________ is somehow connected to my source of magic.

Spontaneous Caster Gear

Choose one:

  • Adventuring gear (5 uses, 1 weight).
  • Dungeon rations (5 uses, 1 weight).
  • Healing potion.

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.

Halfling

Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.

Human

Choose any first level spell and add it to your repertoire.