Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Tuesday, August 20, 2013

Monsterize Me! Beholder (all editions of D&D)

I've been getting a few requests over at Pelgrane Press' forums regarding the conversion of monsters from other systems to 13th Age.  While I've already given my guidelines in the thread, I think it's appropriate that I  dedicate a portion of my blog to converting monsters as well, using information found in Pelgrane Press' archives and, from time to time, my own creative twist to them. 

The monster featured today is the Beholder.  Actually I've already posted this in the Google+ community site as part of a community project last July on converting iconic monsters, and there's at least one alternative by +David Eglinton that's available for other DMs to use, but for the sake of keeping everything in one place, I'll post this here.

GM NOTE: Because of how this monster is designed, this creature plus its eyestalks is an average fight for four level 6 PCs.

Oculus

An anomaly created from one of the Archmage's efforts to create an all-seeing ward, the oculi are floating mass of eyeballs, with a giant eyeball and a large set of teeth for its central body.  It's known to fire a kaleidoscope of rays that spell death to those affected by them; an awesome sight to behold, thus they have eventually earned the nickname "Beholder".
Level 7 Large (Double-Strength) Caster (Aberrant)
Initiative +10
Gaping Maw, one engaged enemy: +12 vs AC, 28 damage. On a natural 20, make one eyestalk attack as a free action.
Levitation: the dread oculus floats a few inches off the ground, and can fly to a nearby location as a move action, falling back to its normal levitation height at the end of its movement.
Central Eye: When an enemy targets the dread oculus with a spell, the dread oculus can roll a save; success means the spell has no effect on the oculus. If the level of the spell is lower than the dread oculus' level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dread oculus is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dread oculus has a save bonus from some other source).
Self-Preservation: Once per round as a reaction to an attack while staggered, the dread oculus can redirect the damage it takes to its eyestalks instead.
Eye Rays: As a standard action, cause one eyestalk (chosen at random) to attack a nearby enemy.  On a natural even with that eyestalk's attack, make a second eyestalk (chosen at random) attack as a free action.  On a 6+ with the second eyestalk's attack while the dread oculus is staggered, make a third and fourth eyestalk (both chosen at random) attack as a free action.  You cannot use the same stalk for each attack, and if the oculus has less than four eyestalks, all subsequent attacks after the last stalk that hasn't attacked will automatically fail to trigger.
Nastier Specials
Eye for Carnage: After the last eye rays attack has been resolved, make a number of eyestalks equal to the escalation die attack as a free action.
Eye for an Eye: When reduced to 0 HP the dread oculus can cause all remaining eyestalks to become unstuck as a free action.  Once per day the dread oculus can also cause one eyestalk to become unstuck as a standard action while staggered.  The surviving eyestalks all retain the memory of the last creature that the dread oculus faced.
GM Note: While this does nothing for the current session, after 1d4+1 sessions (or whenever you feel is appropriate), the eyestalks that survive that long would grow back to full-fledged dread oculi, and would take vengeance on the creatures whose memory they hold on to with utmost hatred.
AC 21
PD 18HP 216
MD 22

Oculus Eyestalk

Typically oculi have a total of 10 eyestalks, each one having a bit of sentience, although all are under the will of the main eye of the oculus. Each stalk has its own effect and in the face of multiple enemies the eyestalks will collectively try to attack as many as possible.
Level 7 Large (Double-Strength) Caster (Aberrant)
Initiative +10, or immediately before or after the oculus
Eye Ray Blast (close-quarters), one nearby enemy: +12 to hit, target defense and other effects depends on which of the stalks attack.
Searing: vs. PD, 18 positive energy damage
Withering: vs. PD, ongoing 18 negative damage and weakened (save ends both)
Sleep: vs. MD, if the target is staggered, they are unconscious (hard save ends), effect also ends when target takes 10+ damage.  Otherwise they are hampered, weakened and take a -4 penalty to disengage checks (save ends all).
Telekinesis: vs. PD, target pops free if engaged, and they are forcibly moved to a nearby location
Hold: vs. PD, target is stuck (save ends)
Confusion: vs. MD, the target is confused until the end of their next turn
Fear: vs. MD, 18 psychic damage, and the target is afraid (under fear condition) until they move far away from the dread oculus
Petrify: vs. PD, the target must start making last gasp saves as they turn to stone
Death: vs. PD, 18 negative energy damage, and the target must start making last gasp saves as they fight for their life
Disintegrate: vs. PD, 36 damage and 56 ongoing damage.
Unique Eye Blasts: For each eyestalk killed, disable one random type of eye ray blast
Attached: Oculus eyestalks are stuck to the dread oculus, until unstuck. Once unstuck, they gain the oculus' levitation ability.
AC 19
PD 19HP 27 (mook)
MD 23
Mook: Kill one eyestalk mook for every 27 damage

Monday, December 3, 2012

My Personal Conversion Guidelines

As a way of explaining how and why I converted the way I converted stuff (instead of the easier route of "tell the players to pick from 4E's power lists and then translate the distances, damage and conditions appropriately"), I'd like to re-post here what I've posted over at Pelgrane Press' forum.

Personally, I use the following guidelines for converting classes to 13th Age.
  1. Does it have a different enough mechanics/feel to warrant a new class? If not, choose an existing class and reflavor.
  2. When using an existing class, do any of the existing talents, maneuvers, spells, etc. work similar to what you're trying to convert? If so, reflavor instead of convert.
    • When using an existing class, keep in theme! For instance, a Fighter is likely to have more triggered effects and is a Strength-based weapon combatant. Encounter powers would likely require either a 16+ on the roll, or 3+ on the escalation die, if not some other trigger (or combination of triggers), and daily powers could be either talents or triggered on a 3+ on the escalation die as well as either a 16+ or an odd/even hit on the attack roll. A Rogue-like class could be ported from 4E to 13th Age with less issue; heck, I've used the Rogue class almost in its entirety to convert the Warlock into 13th Age, utilizing the power of refluffing, changing DEX into CHA (or CON) as the primary stat for attacks, as well as taking at least one spell and converting it to 13th Age almost directly.
    • Does a class feature, spell or maneuver already exist (more or less) in a different class in 13th Age? Steal it and refluff it! Or at least just mention "this class uses the ______ talent/spell/maneuver, as found in Page XX of 13th Age/13 Ways/etc."
  3. Does a class feature seem too powerful as it stands? If so, break it down to something more in-line with existing talents, and add the other parts as feats.
  4. When it comes to at-will, encounter (or X/day), and daily powers, my basic approach to it is:
    • For 4E implement-based powers that do not automatically scale, look for powers of the same type with the same theme going on; usually there'd be one version for each tier, resulting in three different powers that function almost the same (but increasing in complexity or capability). Group them into one spell, use the Wizard or Sorcerer spells for inspiration on how reformat and convert them, and feel free to utilize feats for particular customizations on a particular spell
    • For 4E weapon-based powers that do not automatically scale, ignore the [W] and instead focus on what each power is supposed to do at a given level. Group powers that, just like the implement-based powers, function almost the same, and utilize feats or natural power progression to customize the power
    • 4E weapon-based powers do not need to scale in [W] due to the fact that 13th Age already scales weapon damage on a per-level basis (no need to reinvent the wheel on this one).
    • Adventurer tier (13th Age) = 1-4, Heroic tier (4E) = 1-10. Champion tier (13th Age) = 5-7, Paragon tier (4E) = 11-20. Epic tier (13th Age) = 8-10, Epic tier (4E) = 21-30. Feel free to convert player resources using that as a basis.
  5. Prestige classes, Paragon paths, and equivalent are far more likely to be talents than anything.
  6. Epic destinies and equivalent I would not want to touch mechanically, as I prefer them to be story-driven elements that, alongside with their Relationship Dice, One Unique Thing, motives and backgrounds, eventually become the pinnacle of character development, with story-based and rulings-based benefits.