Glaring Tyrant and Alchemist Specialty: Difference between pages

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{{StatBlockPathfinder
{{tocright}}
  |name=Glaring Tyrant |CR=13
''A ''Class Warfare''-like adventurer specialty for ''[[system::Dungeon World]]'' games.''
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+7
  |perception=+38 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


  |AC=27 |touch=12 |flatfoot=24
What happens when I mix this stuff together?
  |ACdetail=+3 Dex, -1 size, +15 natural
  |miss=
  |hp=180 |HD=19d8+95
  |fort=+13 |ref=+9 |will=+15
  |weakness=
  |tag2=


  |spd=5 ft, fly 30ft (good)
== Compendium Class ==
  |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)


  |str=10 (+0)
Once have spent hours in a dim laboratory mixing obscure liquids and powders into a substance never seen before, you may consider the alchemist specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.
  |dex=16 (+6)
  |con=20 (+5)
  |int=16 (+3)
  |wis=15 (+2)
  |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=


  |environment=Cold hills
== Stats ==
  |organization=Solitary, pair, or cluster
If you choose the alchemist 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 this 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].)
=== Improvisational Alchemy ===


== Appearance ==
When you volley with hastily mixed alchemical reagents, on a hit, everyone near the target, friend or foe, also takes INT damage. If the volley would reduce ammo, it expends a use of alchemical reagents instead.


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


== Special Abillities ==
''When you gain a level from 2-5, you may choose from these moves:''


'''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.
=== Mutagenic Drugs ===


'''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.
When you tailor alchemical reagents to your own physiology and ingest them, roll+INT. This move may not be used again until the effects wear off. On a hit, choose one stat and take +1 ongoing to moves that roll that stat, then choose another stat and take -2 ongoing to moves that roll that stat. On a 10+, choose two:


'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.
* You don't expend a use of alchemical reagents.
* You decide when the effects wear off instead of the GM. (Either way, effects cannot last beyond a day.)
* You don't take a random debility when the effects wear off.


'''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.
=== Harvester ===


* The ''stunning ray'' can either Stun the target on a failed Fortitude save (DC 21, calculated as if a third level spell).
When you spend a few minutes to carefully loot the corpse of a monster with the magical, amorphous or planar tags, roll+INT. On a 10+, you gain your choice from the following list. On a 7-9, you may gain your choice from the list, but only if you give up a different choice on the list:
* 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.
* One use of alchemical reagents
* One healing potion
* One antitoxin
* One poison


'''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.
=== Reactive Alchemy ===


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:
When you hit with a 10+ while using improvisational alchemy, choose one:


* Fighter: ''slow'' (from sustained barrage), ''disintegrate''
* The reaction is particularly caustic. Deal +1d4 damage to the main target and +1 damage to nearby targets.
* Wizard: ''stun'' (from sustained barrage), ''telekinesis'' (grapple), ''blast ray'' (cold)
* The reaction ignites, setting all targets who take damage on fire.
* Cleric: ''stun'', ''disintegrate'', ''telekinesis'' (bull rush)
* The reaction becomes gaseous on impact. All damage ignores armor.
* Rogue: ''slow'' (from sustained barrage), ''blast ray'' (acid) (from sustained barrage)


== Design Choices ==
=== Versatile Alchemist ===


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.
When you use improvisational alchemy, you may choose one:


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.
* Each target that would take damage instead is covered in a black smoke. For a short time, they cannot see and may choke, but attempts at hitting them take -1 ongoing while the smoke lasts.
* Each target that would take damage instead is covered in colorful sparkles, marking them, even if invisible. Volleys against them take +1 ongoing while the effect lasts.
* Each target that would take damage instead is covered in sticky tendrils that briefly hinder their movement.
* You may decide which targets near the main target take damage.


* WIth the two disintigrates and two blasts each round, the tyrant's damage output is ''much'' higher.
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
* 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. Without this ability, essentially the fighter closes the distance on his turn and lays a smackdown on the tyrant, ending the fight quickly.
=== Anti-Magic Bomb ===


== PCGen Data ==
When you use improvisational alchemy, you may forgo all damage before rolling. If you do, on a 10+, you dispel an ongoing magical effect in the area of the detonation.


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.
=== Demolition ===


Add this to your *_races.list file:
When you prepare materials in order to demolish or destroy a location, the GM will choose one or two requirements:


<pre>
* These materials will have to be applied very carefully.
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
* These materials will have to be transported very carefully.
</pre>
* You need arcane ingredients to harm this location.
* You need to spend a lot of coin on these ingredients.
* Meet the requirements and your compounds will get rid of this location or change it irrevocably.


Add this to your *_abilities.lst file:
=== The Great Work ===
When you spend time running one pound of a substance through an elaborate array of laboratory equipment, roll+INT. On a hit, you transmute that substance to another substance of your choice. On a 7-9, the GM will tell you about some  unintended consequences.


<pre>
== Alchemist Alignments ==
#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:
You may choose one of these instead of an adventurer alignment:


<pre>
=== Neutral ===
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]]
 
== Alchemist Bonds ==
 
== Alchemist Gear ==
 
== Alchemist Races ==
 
You may choose one of these instead of an adventurer race option:
 
=== Elf ===
 
===Human===

Revision as of 00:12, 18 December 2014

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

What happens when I mix this stuff together?

Compendium Class

Once have spent hours in a dim laboratory mixing obscure liquids and powders into a substance never seen before, you may consider the alchemist specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.

Stats

If you choose the alchemist specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with this moves:

Improvisational Alchemy

When you volley with hastily mixed alchemical reagents, on a hit, everyone near the target, friend or foe, also takes INT damage. If the volley would reduce ammo, it expends a use of alchemical reagents instead.

Advanced Moves

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

Mutagenic Drugs

When you tailor alchemical reagents to your own physiology and ingest them, roll+INT. This move may not be used again until the effects wear off. On a hit, choose one stat and take +1 ongoing to moves that roll that stat, then choose another stat and take -2 ongoing to moves that roll that stat. On a 10+, choose two:

  • You don't expend a use of alchemical reagents.
  • You decide when the effects wear off instead of the GM. (Either way, effects cannot last beyond a day.)
  • You don't take a random debility when the effects wear off.

Harvester

When you spend a few minutes to carefully loot the corpse of a monster with the magical, amorphous or planar tags, roll+INT. On a 10+, you gain your choice from the following list. On a 7-9, you may gain your choice from the list, but only if you give up a different choice on the list:

  • One use of alchemical reagents
  • One healing potion
  • One antitoxin
  • One poison

Reactive Alchemy

When you hit with a 10+ while using improvisational alchemy, choose one:

  • The reaction is particularly caustic. Deal +1d4 damage to the main target and +1 damage to nearby targets.
  • The reaction ignites, setting all targets who take damage on fire.
  • The reaction becomes gaseous on impact. All damage ignores armor.

Versatile Alchemist

When you use improvisational alchemy, you may choose one:

  • Each target that would take damage instead is covered in a black smoke. For a short time, they cannot see and may choke, but attempts at hitting them take -1 ongoing while the smoke lasts.
  • Each target that would take damage instead is covered in colorful sparkles, marking them, even if invisible. Volleys against them take +1 ongoing while the effect lasts.
  • Each target that would take damage instead is covered in sticky tendrils that briefly hinder their movement.
  • You may decide which targets near the main target take damage.

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

Anti-Magic Bomb

When you use improvisational alchemy, you may forgo all damage before rolling. If you do, on a 10+, you dispel an ongoing magical effect in the area of the detonation.

Demolition

When you prepare materials in order to demolish or destroy a location, the GM will choose one or two requirements:

  • These materials will have to be applied very carefully.
  • These materials will have to be transported very carefully.
  • You need arcane ingredients to harm this location.
  • You need to spend a lot of coin on these ingredients.
  • Meet the requirements and your compounds will get rid of this location or change it irrevocably.

The Great Work

When you spend time running one pound of a substance through an elaborate array of laboratory equipment, roll+INT. On a hit, you transmute that substance to another substance of your choice. On a 7-9, the GM will tell you about some unintended consequences.

Alchemist Alignments

You may choose one of these instead of an adventurer alignment:

Neutral

Alchemist Bonds

Alchemist Gear

Alchemist Races

You may choose one of these instead of an adventurer race option:

Elf

Human