Glaring Tyrant and Ptolus 13th Age Conversion: Difference between pages

From DivNull RPG
(Difference between pages)
Jump to: navigation, search
imported>Wordman
 
imported>Wordman
No edit summary
 
Line 1: Line 1:
{{StatBlockPathfinder
''Some thoughts on converting ''Ptlous'' to ''13th Age''.''
  |name=Glaring Tyrant |CR=13
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


  |AC=26 |touch=12 |flatfoot=24
== Prior Art ==
  |ACdetail=+2 Dex, -1 size, +15 natural
  |miss=
  |hp=111 |HD=13d8+52
  |fort=+10 |ref=+6 |will=+12
  |weakness=
  |tag2=


  |spd=5 ft, fly 30ft (good)
A [https://plus.google.com/110732433696159436591/posts/gL8cSi4W1aq post to Google+ by Francois Labrecque] suggests some icons for use in a ''13th Age Ptolus'' game. I had some problems with this list (as, no doubt, others will have with mine). Some of the icons seemed too small time. Not enough of the icons are in opposition to each other. Some seriously important parts of the written ''Ptolus'' experience are missing. Only eleven icons are listed. Posts of the playtest that came out of that link mentions that ''all'' of the characters had nothing but positive relations with the icons, which seems less than ideal. And so on. I do like the idea of icons being mostly organizations instead of personalities, though. That works a lot better for the tone of ''Ptolus''.
  |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'', ''parasitic ray'', ''slow'' (DC 20), ''telekinesis'' (DC 22)


  |str=10 (+0)
== Icons ==
  |dex=15 (+2)
  |con=18 (+4)
  |int=17 (+3)
  |wis=15 (+2)
  |cha=15 (+2)
  |sq=can't be tripped or flanked
  |feats=Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot
  |skills=Bluff +8, Fly +17, Intimidate +18, Knowledge (Arcana) +19, Perception +26, Sense Motive +16, Spellcraft +16, Stealth +10, Survival +12
  |possessions=
  |spellbook=
  |tag4=


  |environment=Cold hills
Icons are most often institutions or organizations in ''13th Age Ptolus'', sometimes merely a loosely associated collection of smaller organizations or families. In the following descriptions, each entry will list the following information:
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


  |variants=
* Description: the basic idea and manifestation of the icon.
}}
* Nature: How the icon fits into the ''13th Age'' notion of "heroic", "ambiguous" or "villainous".
== Real World History ==
* Components: any organizations that fall under the broad umbrella of the icon, though which most of the character/icon interaction reveals itself.
* Allied Icons and Enemy Icons: relations with the other icons
* Cohesion: Organizations almost always contain some level of infighting, so fostering friendly relations with one part of the organization may mean gaining the animosity of another. How true this is for an icon depends on how cohesive its component are. For icons with low cohesion, the meaning of "positive", "conflicted" and "negative" relationships with characters gets a little muddy. Relations with low cohesion icons are usually conflicted, where the character can call on some components of the icon, but others may oppose her. Negative relations are the next most common with with low cohesion icons, where the character is disliked equally by all the components of the icon, even those that otherwise don't agree on much. Positive relations are extremely rare with low cohesion icons, but it may be possible to get in good with all of the factions within an icon.
* The True Danger: Everything will be all right provided…


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].)
=== The Church of Lothian ===


== Appearance ==
* '''Description''': The dominant religion in the Empire and Ptolus.
* '''Nature''': Usually heroic. Sometimes ambiguous. Sometimes villainous.
* '''Components''': The formal hierarchy of the Church forms the bulk of the organization; however, devout followers fill the ranks and guide the philosophy of many smaller groups, such as the Knights of the Pale. The Holy Emperor also commands the loyalty of a diverse collection of interest who firmly support his claim as rightful ruler of the Empire.
* '''Allied Icons''': The Commissar (usually)
* '''Enemy Icons''': The Traduced, The Secular Empire
* '''Cohesion''': High. Though various followers and loyal groups follow disorganized orbits in the Church's halo, and various factions exist within its hierarchy, the Church tends to act in a unified way in most important matters.


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


== Special Abillities ==
=== The Galchutt ===


'''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.
* '''Description''': The Lords of Chaos imprisoned in the world.
* '''Nature''': Pretty much always villainous.
* '''Components''': Being imprisoned and asleep, the Galchutt rely on minions for all their actions. While the Vested of the Galchutt are their typical agents, the Galchutt also work through chaos cults, anyone who uses chaositech, and their own spawn (e.g. rhodintor, zaug, etc.).
* '''Allied Icons''':
* '''Enemy Icons''': The Lords of the Seven Chains
* '''Cohesion''': Low. While the various groups of minions of the Galchutt may not know what one another are doing, and may not like each other, its rare that they actually work to cross purposes.


'''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.
=== The Guilds ===


'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.
=== The Lords of the Seven Chains ===


'''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.
* '''Description''': Solar angels dedicated to keeping the Galchutt safely imprisoned.
* '''Nature''': Usually heroic. Sometimes ambiguous.
* '''Components''': Most groups that serve a "higher good" ultimately dance to the tune of this icon, some more directly than others. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil and the Knights of the Golden Cross) watch each others backs.
* '''Allied Icons''': The Commissar
* '''Enemy Icons''': The Galchutt
* '''Cohesion''': Moderate. Most of the groups serving this icon are independent and dedicated to a specific agenda, but communicate and unite against threats.


* The ''stun ray'' can either Stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).
=== The Nobility ===
* The ''blast ray'' does 6d6 points of 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. 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.
* 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 Pactlords of the Quaan ===


* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
=== Raguel ===
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
* 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 and allows the glaring tyrant to hover without needing to make a Fly skill check.
=== The Secular Empire ===


'''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 ''telekinesis ray'', or a special ''parasitic ray'', at any target within 60 feet. The ''parasitic ray'' functions as the spell ''vampiric touch'', but requires a ranged touch attack instead of a melee touch. The glaring tyrant fires twice, using either type of ray for each shot. It may fire both rays at the same target, or each at a different targets. The glaring tyrant cannot take any other actions on its barrage turn except to delay.
=== The Shuul ===


== Design Choices ==
=== The Syndicates ===


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. Rather than reuse the blast ray, I changed Mark's version to use a ''vampiric touch''-like effect. The damage is the same (6d6), but provides a bit more staying power to the tyrant.
=== The Traduced ===


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:
Inverted Pyramid, Iron Mage, Brides of Magic.


* 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.
=== Vox Populi ===
* AC is lower than normal for the CR.
* 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.
* 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.
 
[[Category:Creature]]

Revision as of 06:15, 18 March 2014

Some thoughts on converting Ptlous to 13th Age.

Prior Art

A post to Google+ by Francois Labrecque suggests some icons for use in a 13th Age Ptolus game. I had some problems with this list (as, no doubt, others will have with mine). Some of the icons seemed too small time. Not enough of the icons are in opposition to each other. Some seriously important parts of the written Ptolus experience are missing. Only eleven icons are listed. Posts of the playtest that came out of that link mentions that all of the characters had nothing but positive relations with the icons, which seems less than ideal. And so on. I do like the idea of icons being mostly organizations instead of personalities, though. That works a lot better for the tone of Ptolus.

Icons

Icons are most often institutions or organizations in 13th Age Ptolus, sometimes merely a loosely associated collection of smaller organizations or families. In the following descriptions, each entry will list the following information:

  • Description: the basic idea and manifestation of the icon.
  • Nature: How the icon fits into the 13th Age notion of "heroic", "ambiguous" or "villainous".
  • Components: any organizations that fall under the broad umbrella of the icon, though which most of the character/icon interaction reveals itself.
  • Allied Icons and Enemy Icons: relations with the other icons
  • Cohesion: Organizations almost always contain some level of infighting, so fostering friendly relations with one part of the organization may mean gaining the animosity of another. How true this is for an icon depends on how cohesive its component are. For icons with low cohesion, the meaning of "positive", "conflicted" and "negative" relationships with characters gets a little muddy. Relations with low cohesion icons are usually conflicted, where the character can call on some components of the icon, but others may oppose her. Negative relations are the next most common with with low cohesion icons, where the character is disliked equally by all the components of the icon, even those that otherwise don't agree on much. Positive relations are extremely rare with low cohesion icons, but it may be possible to get in good with all of the factions within an icon.
  • The True Danger: Everything will be all right provided…

The Church of Lothian

  • Description: The dominant religion in the Empire and Ptolus.
  • Nature: Usually heroic. Sometimes ambiguous. Sometimes villainous.
  • Components: The formal hierarchy of the Church forms the bulk of the organization; however, devout followers fill the ranks and guide the philosophy of many smaller groups, such as the Knights of the Pale. The Holy Emperor also commands the loyalty of a diverse collection of interest who firmly support his claim as rightful ruler of the Empire.
  • Allied Icons: The Commissar (usually)
  • Enemy Icons: The Traduced, The Secular Empire
  • Cohesion: High. Though various followers and loyal groups follow disorganized orbits in the Church's halo, and various factions exist within its hierarchy, the Church tends to act in a unified way in most important matters.

The Commissar

The Galchutt

  • Description: The Lords of Chaos imprisoned in the world.
  • Nature: Pretty much always villainous.
  • Components: Being imprisoned and asleep, the Galchutt rely on minions for all their actions. While the Vested of the Galchutt are their typical agents, the Galchutt also work through chaos cults, anyone who uses chaositech, and their own spawn (e.g. rhodintor, zaug, etc.).
  • Allied Icons:
  • Enemy Icons: The Lords of the Seven Chains
  • Cohesion: Low. While the various groups of minions of the Galchutt may not know what one another are doing, and may not like each other, its rare that they actually work to cross purposes.

The Guilds

The Lords of the Seven Chains

  • Description: Solar angels dedicated to keeping the Galchutt safely imprisoned.
  • Nature: Usually heroic. Sometimes ambiguous.
  • Components: Most groups that serve a "higher good" ultimately dance to the tune of this icon, some more directly than others. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil and the Knights of the Golden Cross) watch each others backs.
  • Allied Icons: The Commissar
  • Enemy Icons: The Galchutt
  • Cohesion: Moderate. Most of the groups serving this icon are independent and dedicated to a specific agenda, but communicate and unite against threats.

The Nobility

The Pactlords of the Quaan

Raguel

The Secular Empire

The Shuul

The Syndicates

The Traduced

Inverted Pyramid, Iron Mage, Brides of Magic.

Vox Populi