Spellsword (Pathfinder, alt 1) and Glaring Tyrant: Difference between pages

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This alternative [[Spellsword (Pathfinder)|Spellsword]] prestige class focuses more on magic than melee. (This is one of the alternatives suggested in [http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/conversions/helpConvertingTheSpellsword a post] on the Paizo forums.)
{{StatBlockPathfinder
  |name=Glaring Tyrant |CR=13
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+7
  |perception=+38 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


'''Hit Die''': d8
  |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=


'''Requirements'''
  |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)


* [http://www.d20pfsrd.com/classes/basic-classes/fighter#TOC-Bravery-Ex- Bravery] class features
  |str=10 (+0)
* Proficiency: all simple and martial weapons
  |dex=16 (+6)
* Proficiency: all light, medium and heavy armor
  |con=20 (+5)
* Feats: [http://www.d20pfsrd.com/feats/arcane-armor-training-combat---final Arcane Armor Training]
  |int=16 (+3)
* Spells: Able to cast 2nd level arcane spells
  |wis=15 (+2)
* Special: Must have defeated a foe through force of arms alone, without any spell casting
  |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=


'''Class Skills'''
  |environment=Cold hills
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


The spellsword's class skills (and the key ability for each skill) are Acrobatics (Str), Climb (Str), Craft (armor, weapons) (Int), Knowledge (arcana) (Int), Spellcraft (Int).
  |variants=
}}
== Real World History ==


'''Skill Ranks at Each Level''': 2 + Int modifier.
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].)


{| class="wikitable"
== Appearance ==
!Level!!BAB!!Fort!!Ref!!Will!!Special!!Spells per day
|-
|1st||+1||+1||+0||+1||''Channel spell'' (1st level), ''Rapid channel''||-
|-
|2nd||+2||+1||+1||+1||''Channel spell'' (2nd level) ||+1 level of arcane spellcasting class
|-
|3rd||+3||+2||+1||+2||Reduce spell failure 5%||+1 level of arcane spellcasting class
|-
|4th||+4||+2||+1||+2||''Channel spell'' (3rd level), Bonus feat||+1 level of arcane spellcasting class
|-
|5th||+5||+3||+2||+3||''Additional channel''||+1 level of arcane spellcasting class
|-
|6th||+6||+3||+2||+3||''Channel spell'' (4th level)||+1 level of arcane spellcasting class
|-
|7th||+7||+4||+2||+4||''Additional channel''||+1 level of arcane spellcasting class
|-
|8th||+8||+4||+3||+4||''Channel spell'' (5th level)||+1 level of arcane spellcasting class
|-
|9th||+9||+5||+3||+5||''Channel spell'' (6th level)||+1 level of arcane spellcasting class
|-
|10th||+10||+5||+3||+5||''Multiple channel spell''||+1 level of arcane spellcasting class
|}


'''Weapon and Armor Proficiency''': Spellswords gain no proficiency with any weapon or armor.
Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.


'''''Channel Spell'' (Sp)''': At 1st level, a spellsword gains the ability to channel any spell he can cast into his melee weapon. This is a standard spellcasting action in all ways, including requiring the spell's normal casting time, except that rather than the spell being released, it is stored within the weapon. Once a spell is stored in this way, it may be released into a target successfully hit with that weapon. The spellsword chooses weather or not the spell is channeled into the target, but must make the choice after the attack hits, but before damage is rolled. The spell effects the target just as if the spellsword had just cast it on him, rolling any saving throws or spell resistance that might apply. Any to-hit rolls normally required by the spell are assumed to have already succeeded by virtue of the weapon's attack roll. Also, the spell affect is confined only to the target being hit, regardless of the spells normal area of effect or range. Once the spell is released, it is spent.
== Special Abillities ==


Initially, spellswords may only channel 1-level spells into only one weapon at a time. The weapon can hold only one spell at a time, and a channeled spell is lost if not used in eight hours. As spellsword levels are gained, more potent spells may be channeled, as indicated in the table. At 4th level, for example, the spellsword may channel third level arcane spells. Channeling any spell uses up the prepared spell or spell slot just as if the spell has been cast normally. Spells cast from scrolls or similar items may be channeled (if under the level limit), but spell-like abilities cannot be. When channeling, the spell is measured by the slot it occupies. If, for example, a metamagic effect requires a certain spell be cast using a 4th level slot, a spellsword could only channel that spell if they were allowed to channel 4th level spells, regardless of the spell's base level.
'''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.


Channeling spells using 3rd level slots or higher will destroy non-magical weapons. Once the attack and spell are resolved, the weapon turns to dust. Channeling spells using 5th level slots will do the same to +1 weapons as well.
'''Baleful Eye (Su)''' The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that originates within it. 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.


'''''Rapid Channel'' (Sp)''': By using a full-round action, a spellsword can combine the action of channeling a spell with a single melee attack that releases the spell into the target. This works as a normal spell channel in all ways, except additional restrictions are placed on what spells can be cast. The spell must have a casting time of one standard action or less. Further, spells from scrolls or other devices cannot be channeled rapidly. Because it is part of the attack, the casting needed to rapidly channel does not provoke opportunity attacks, but does require a concentration roll for "violent motion while casting" (DC 15 + spell level). If this check fails, the spell is lost and the attack takes a -4 penalty.
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.


'''''Additional Channel'' (Sp)''': At 5th level, the spellsword may prepare an additional channeled spell. This can either be a spell channeled into a second weapon, or a second spell channeled into the same weapon. In either case, only one spell may actually be released per successful attack. If the spellsword hits with a weapon containing multiple channels, he may select which goes off for a particular attack. Another additional channel is gained at 8th level.
'''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.


'''''Multiple Channel Spell'' (Sp)''': A 10th-level spellsword can activate any of the channels in his weapon in a single attack. Thus, on a successful attack, all of the spells channeled into the weapon used in the attack effect the target. When the attack is resolved, the spellsword decides which, if any, of the channels affect the target, and in what order. At most, one of the spells channeled by this attack can be rapidly channeled.
* 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).


'''Spells per Day''': At the indicated levels, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.
'''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.


'''Design Notes'''
'''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.


The original version of this class is considered to be fairly weak in the d20 system, giving up too much spellcasting ability to be considered useful for more than a few levels. As originally written, it also is somewhat weak when compared to Pathfinder's updated [http://www.d20pfsrd.com/classes/prestige-classes/eldritch-knight Eldritch Knight] class, particularly considering the availability of Pathfinder's [http://www.d20pfsrd.com/feats/arcane-armor-mastery-combat---final Arcane Armor Mastery] feat.  
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:


Also, the original class tends to be viewed mostly as a way for arcane fighters to use armor, as the implementation of its core concept (channeling spells through weapons) was not that compelling. In particular, the daily limit for spell channeling seemed unnecessary, given that spell use itself already has a daily limit. All the channeling does is allow the spellsword to cast spells and melee attack in a single action. Essentially, it just provides a really versatile mechanism for buffing a weapon. So, it seemed more appropriate to allow the spell sword to channel as much as he likes, but use level progression to limit the effectiveness of the spells being channeled.
* 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)


So, keeping all this in mind, this port of the Spellsword is based mostly on the Pathfinder revision of the Eldritch Knight, altered as follows:
== Design Choices ==


* Channel Spell ability
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.
* Better Will saves
* Smaller hit dice
* Doesn't stack levels for feat qualification
* Fewer feats


[[Category:Prestige Class]]
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.
 
* 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, while its high Perception skill usually spots all incoming threats. 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 [http://pcgen.sourceforge.net PCGen]. To use the data, you'll need to replace the &dagger; characters with tabs.
 
Add this to your *_races.list file:
 
<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>
 
Add this to your *_abilities.lst file:
 
<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>
 
Add this to your *_kits.lst file:
 
<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>
 
[[Category:Creature]]

Revision as of 17:40, 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 originates within it. 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, while its high Perception skill usually spots all incoming threats. 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