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=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


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


When you roll within your critical range, you have a choice:
  |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'', ''parasitic ray'', ''slow'' (DC 20), ''telekinesis'' (DC 22)


* You may roll for a critical hit, as per the standard rules.
  |str=10 (+0)
* You may automatically just take max weapon damage. (If your critical multiplier is ×3, you deal 1.5 times max weapon damage.)
  |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=


This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:
  |environment=Cold hills
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


{| class="wikitable"
  |variants=
|-
}}
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
== Real World History ==
|-
| '''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 ×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 range is ×3, multiply the result by 1.5 (round down). ||  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.
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].)


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:
== Appearance ==


{| class="wikitable centeredcells"
Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.
|-
! !! 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" | 1.5(8+7)=<br/>22
|-
| '''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''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12+1)=<br/>19
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12+1)+3=<br/>22 || 1.5(12+1)+3(3.5)=30 || 1.5(12+1)+3(6)=37
|-
| '''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.
== Special Abillities ==


== Sneak Attacks and Ranged Weapons ==
'''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.


Just a clarification to the standard rules on sneak attacks:
'''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.


* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.
* Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
* You cannot normally flank a target with a ranged weapon.


So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus. Targets lose their Dex bonus to AC in any of the following situations:
'''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.


* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Blinded blinded]
* The ''stun ray'' can either Stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).  
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Cowering cowering]
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing the five energy types (acid, cold, electricity, fire or sonic).  
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Flat-Footed flat-footed] and does not have [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex- Uncanny Dodge]
* 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.
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Helpless helpless]
* The ''slow ray'' works as per the spell if it hits (DC 20).  
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Stunned stunned]
* The ''disintegrate ray'' works as the spell (DC 23, base damage 26d6).
* Target is [http://www.d20pfsrd.com/skills/climb climbing]
* Attacker is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Invisible invisible]
* Attacker successfully [http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Feint feints] against the target.
* Attacker or ally uses [http://www.d20pfsrd.com/feats/greater-feint-combat---final Greater Feint] against the target.


== Reach Spell ==
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:


This one is really a mistake that was active for long enough to make us keep it. This 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').  
* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
* Cleric: ''stun'', ''disintegrate''.
* Rogue: ''slow'', ''blast ray'' (acid).


This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.
'''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.


== Vital Strike ==
'''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.


From the look of the errata, looks like we read this one wrong as well, but we're keeping it as well. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
== Design Choices ==


== Arterial Strike ==
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.


This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
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:


'''Prerequisite''': Sneak attack ability, base attack bonus +4.
* 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.
'''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.
* 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.


== Close Shot (Combat) ==
[[Category:Creature]]
 
This is a new feat, which extends "point blank" range.
 
'''Prerequisite''': base attack bonus +3.
'''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 [http://www.d20pfsrd.com/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 above).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.
 
== Furtive Shot ==
 
This is a new [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Rogue-Talents rogue talent]:
 
''Furtive Shot ([http://www.d20pfsrd.com/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 [url=http://www.pathfindersrd.com/magic-items/wondrous-items#TOC-Pearl-of-Power]pearl of power[/url] 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 22:43, 24 February 2011

Glaring Tyrant CR 13

LE Large Aberration

Init +6, Senses Perception +20; Darkvision (60 ft),

DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, -1 size, +15 natural)

hp 111 (13d8+52 HD)

Fort +10, Ref +6, Will +12

OFFENSE
Spd 5 ft, fly 30ft (good)

Melee bite +3 (2d4)

Ranged eye ray +10 (as ray)

Space 10 ft.;Reach 5 ft.

Special Actions Antimagic Eye, Eye Rats, Sustained Barrage

Spell-Like Abilities (CL 13)

At willcharm person (DC 18), disintegrate (DC 23), blast ray, parasitic ray, slow (DC 20), telekinesis (DC 22)

STATISTICS

Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2)

Base Atk +9, CMB +10, CMD 23 (can't be tripped)

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

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.

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.

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

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.

  • 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 blast ray does 6d6 points of damage, with the glaring tyrant choosing the five energy types (acid, cold, electricity, fire or sonic).
  • 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:

  • Fighter: telekinesis, slow, disintegrate.
  • 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.

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.

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. 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 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. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:

  • 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.
  • 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.