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Tyrant

Tyrants are defined by one thing: their almost supernatural levels of ambition. They are political juggernauts with the motivation and force of will to accomplish anything they set their mind to. A tyrant’s sheer will power causes them to blur the line between mundane powers and psychic might, possessing an unconscious influence over those around them.

Each one has a unique and seemingly impossible goal they are striving for at all costs; an ouroboros that both fuels their ambition and stands defiantly.

Every person has their mountain and it takes great conviction to surmount it.

Many tyrants are evil or, at the very least, self-centered.

It’s hard to cultivate a altruistic soul while focusing so fully on the acquisition of personal power. Even those who have a noble ambitions often go to radical lengths and use any means to accomplish their goals and the line between hero and villain get blurred.

While history is full of bloodthirsty dictators and horrific autocrats we must remember Cincinnatus. He was a Roman Consul who retired in poverty to work his farm only to be called back by the senate during an invasion and given absolute power (literally made a “dictator” in the Roman fashion). Once the country’s foes were defeated he could have held onto that absolute power but returned it in exchange for his plow.

Hit Points: 7

Stamina Points: 7 + Con modifier

Key Ability Score: Tyrants are reliant on the force of their personality and are thus Charisma-based.

Class Skills: Athletics ( Str), Bluff ( Cha), Computers ( Int), Culture ( Int), Diplomacy ( Cha), Intimidate ( Cha), Perception ( Wis), Piloting ( Dex), Profession ( Cha, Int, or Wis), Sense Motive ( Wis)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies Armor: Light armor and heavy armor; Weapons: Basic melee weapons, small arms, heavy weapons, and grenades

Table 5-1: The Space Tyrant
Level Base Attack Bonus Fort Save Ref Save Will Save Class Features
1st +1 +2 +0 +2 Conviction, Iron Will
2nd +2 +3 +0 +3 Mandate
3rd +3 +3 +1 +3 Ambition, ambition benefit, weapon specialization
4th +4 +4 +1 +4 Imperium (+1)
5th +5 +4 +1 +4 Fear (1st), Improved Iron Will
6th +6 +5 +2 +5 Mandate
7th +7 +5 +2 +5 Ambition benefit
8th +8 +6 +2 +6 Imperium (+2)
9th +9 +6 +3 +6 Fear (2nd)
10th +10 +7 +3 +7 Mandate
11th +11 +7 +3 +7 Ambition benefit
12th +12 +8 +4 +8 Imperium (+3)
13th +13 +8 +4 +8 Fear (3rd)
14th +14 +9 +4 +9 Mandate
15th +15 +9 +5 +9 Ambition benefit
16th +16 +10 +5 +10 Imperium (+4)
17th +17 +10 +5 +10 Fear (4th)
18th +18 +11 +6 +11 Mandate
19th +19 +11 +6 +11 Ambition benefit
20th +20 +12 +6 +12 Emperor, imperium (+5)

Conviction (Ex) [1st Level]

The main source of a tyrant’s power is their conviction; the belief beyond a shadow of doubt that they are right. These are known as “mandates”. If a mandate targets anyone other than the tyrant they are always mind-affecting and language-dependent (unless otherwise noted). You will unlock new mandates as you progress in level, but at 1st level the only mandate you know is the command mandate.

Iron Will (Ex) [1st Level]

At 1st level you gain Iron Will as a bonus feat.

Mandates [2nd Level]

At 2nd level and every 4 levels thereafter you gain a new way to bully the world into doing what you want.

These are new uses for your conviction class feature and a complete list of mandates can be found later in this class.

Ambition [3rd Level]

At 3rd level you must declare your ambition; a statement of intent to the universe that you intend to achieve some great thing. At 3rd level and every 4 levels thereafter you gain a benefit related to this ambitious undertaking that is both reflective of your burning desire to achieve it and progress you may have made. A complete list of ambitions and their benefits can be found later in this class.

Imperium [3rd Level]

At 4th level you gain 1 special RP that can only be spent on mandates. You gain 1 special RP at 8th level and every 4 levels thereafter.

Weapon Specialization (Ex) [3rd Level]

You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Improved Iron Will (Ex) [5th Level]

At 5th level you gain Improved Iron Will as a bonus feat.

Fear (Sp) [5th Level]

You can use fear as a spell-like ability as a full round action. At 5th level you can only cast 1st level fear, at 9th level you can cast 2nd level, at 13th level you can cast 3rd level, at 17th level you can cast 4th level fear.

Sway the Unthinking (Su) [10th Level]

Through sheer force of will, you can demoralize enemies that you normally wouldn’t be able to. You may inflict fear effects on mindless creatures and creature noted to be immune to fear effects (this does not work on objects or non-creature computers).

Emperor [10th Level]

At 20th level, the first time per day that you improve the quality of life of those in your dominion, advance their cause, and/or advance your own standing in their mind or control over them you regain 1 RP.

Mandates

The DC for all mandates are 10 + 1/2 class level + key ability score modifier.

Command

You can use command as a spell-like ability as a standard action by paying 1 RP.

Despair

As a standard action you can make a special Intimidate check to demoralize a creature. If you succeed, you also suppress all morale bonuses the target is benefiting from for duration of the shaken condition.

Diabolus Ex Machina

You can spend 1 RP to use an Intimidate check in place of a Computer check.

Domination (Sp)

You can use dominate person as a spell-like ability as a standard action by paying 5 Resolve Points. You must be at least 14th level to select this mandate.

Dread

You can spend 1 RP as a standard action to worsen the state of all fear effects all creatures within 30 feet of you are suffering from (shaken > frightened > panicked > cowering) until the start of your next turn.

Falter

When you inflict a fear effect, the penalties also apply to the creature’s AC.

Flattered

While benefiting from a morale bonus from an ally you gain a +2 morale bonus on Will saves.

Give No Ground

As a reaction to being targeted with a Bull Rush, Reposition, or Trip attempt you can spend 1 Resolve Point to gain a bonus to your KAC equal to 1/2 your class level against that attempt.

Grandeur Overwhelming

As a reaction that costs 1 RP, you can browbeat someone who dared think of attacking you into rethinking their foolish action. The creature must make a Will save or spend the action they would have attacking you recoiling in fear.

Twisted Envoy

You may select a single envoy improvisation, using your tyrant level as your envoy level. The selected improvisation must target an ally and provide a benefit. However, the target of this improvisation is shaken for the duration of the effect (ending or suppressing the shaken effect removes the benefit of the improvisation. The ally must willingly accept this improvisation but cannot end it prematurely. If an improvisation does not have a duration (such as Inspiring Boost, which just heals) your ally is shaken for 3 rounds. This mandate may be selected more than once, though each time applies to a different envoy improvisation.

Unyielding

As a reaction, you can reroll a failed Will or Fortitude save by paying 1 RP.

Ambitions

Dominions: Mechanics

All ambitions have a “dominion”. This something place, group of people, or vehicle that you have undisputed control over. Dominion abilities affect all creatures within your dominion. You can only use abilities relating to your dominion so long as you maintain undisputed control of it. Members of a dominion only count if they are willing participants or members of a group. For example: for the political ambition people who actively oppose you and slaves do not count as part of your dominion. You can intentionally restrict your dominion as much as you’d like. You can tighten or loosen this restriction each time you gain a level.

Dominions: Game Mastery & Roleplaying

A tyrant’s power is derived from their dominion. They walk a razor’s edge between exerting control over it and being at the mercy of it. A tyrant is really only as strong as their dominion and that dominion’s faith in the tyrant (or at least fear of). A tyrant should constantly be concerned with the opinion of their dominion and their control over it; should a tyrant lose control of their dominion they should lose the benefits of their ambition until they get it back. It is assumed that a tyrant is always working for greater control and enlarging their dominion; if one fails to live up to that they should be denied higher level abilities from their ambition until they do. An ambition’s 19th level ability is hugely powerful and is not typically on the scale found in class features. They are intended and expected to be used as culminations of a campaign (or even multiple campaign’s worth) or effort on the behalf of as tyrant and their dominion. Please keep that in mind when using the benefits of ambitions, particularly their 11th and 19th level abilities; they should be a function of story and character effort more than simply “given”. A GM should carefully discuss the ambition the tyrant player is defining and what is hoped to be achieved so it meshes nicely with the story being told in the campaign.

List of Dominions

Dark Savior

Ambition: Your ambition must be to create a religious movement for the glory of a deity with you at its head.

Dominion: Dedicated and declared members of the religious movement.

Zealotry [3rd Level]

You gain a +2 on Mysticism and one of the following skills: Bluff, Diplomacy, or Sense Motive.

Divine Illumination [7th Level]

Once per day you can perform a ritual that takes 10 minutes and then renders you unconscious for 1 minute. While unconcious you may converse freely with your deity if they are willing to speak with you.

Invoking this costs 3 RP.

Dark Ritual [11th Level]

In a ritual that takes 24 hours, a single spell that is cast on you is also cast on all members of your dominion, though you do not suffer its effect if you do not wish it. To perform the ritual you must sacrifice creatures whose HD equals your own x 2. This consumes all your RP and can only be used once per month, -2 days for every RP expended in the casting of the dark ritual (minimum of once every 3 days).

Forced Conversion [15th Level]

You may, once per creature, attempt a Diplomacy or Intimidate check to attempt to coerce or forcibly convert a creature to join your faith. This take 1 hour of uninterrupted communication and the DC of the check is 15 + 1.5 x the creature’s CR. This cannot be used on PCs.

Lord of the Legions [19th Level]

You add all outsiders who are direct servants of your deity to your dominion.

Defeat

Ambition: Your ambition must be to defeat a specific and apparently insurmountable force/foe. This might be the embodiment of death, a galactic overlord, a planet-devouring beast, a god, etc.

Dominion: Members of forces helping you defeat “the thing”.

Warlord [3rd Level]

You gain Advanced Melee Weapon Proficiency and Longarm Proficiency as bonus. This counts as proficiency granted by the class for the purpose of interaction with your 3rd level weapon specialization class feature.

Fly The Banner [7th Level]

So long as they can see you, members of your dominion and other allies within 60 feet of you gain a +4 morale bonus against fear effects not originating from you.

Rally The Troops [11th Level]

Once per day as a swift action, you may designate a creature, spaceship, or structure as a critical target. For a number of hours equal to your Charisma modifier, all members of your dominion gain a +1/4th level morale bonus to attack rolls and gunnery checks made against the critical target.

Arms Dealer [15th Level]

You can buy weapon and ammunition at a 20% discount.

Destroyer of Worlds [19th Level]

You automatically ignore any defenses, miss chances, DR, or immunities the target(s) of your ambition has. This extends as far as allow you to hurt the personification of death, suppress the regenerative functions of a tarrasque, and cause injury to planet-devouring beings.

Grand Work

Ambition: Your ambition must be technical in nature. You must have a grand idea you want to see become reality. This might be a super-weapon capable of destroying solar systems, a dyson sphere, a theoretical null-life equation etc. A grand work should not be simply an impressive engineering feat but something grandiose, fanciful, bold, and seemingly impossible.

Dominion: Any technical staff or members of your field actively working with you towards your technical ends.

Driven Scientist [3rd Level]

You gain a +2 bonus on one of the following skills: Engineering, Life Science, Medicine, Mysticism, or Physical Science and a +2 on all attempts to craft equipment. The skills selected must be relevant to your grand work.

Combat Application [7th Level]

You have devised a way that allows you to utilize the progress you’ve made thus far in combat situations.

At 7th level you select a 2nd level technomancer spell and, so long as you have one hand occupied with some element of your grand work, you can cast that spell as a spell-like ability for 2 RP. The spell selected must be directly related to your grand work.

Mass Production [11th Level]

When you attempt to produce an object related to your grand work, you may involve the resources and technological know-how of your entire dominion.

Whatever you produce in your 4 hour crafting period is replicated by members of your dominion, allowing you to produce a number of copies equal to 1 + 1/2 your level. You must pay for these additional objects and they may take time to be delivered to you if you are not among your colleagues.

Funding [15th Level]

You gain automatic funding from your dominion that allows you to craft prototypes of your grand work.

This reduces the cost to buy UPB to craft objects directly related to your grand work (though not the grand work itself) by 50%.

Grand Work [19th Level]

You can create your grand work and implement it.

To do so you must take 24 hours and have sufficient resources to create your grand work. Doing so requires a DC 30 Engineering or Mysticism check, though you gain a +2 bonus on the check (in addition to all other bonuses). If successful, you have created your grand work. The grand work is under your exclusive jurisdiction and will only function for you.

You may only have one copy of your grand work created and under your command at a time.

Political

Ambition: Your ambition must be to rule a group of people or region via a political or military process.

Dominion: Any citizen who has an undisputed allegiance to your region/group of people.

Machinations [3rd Level]

You gain a +2 bonus on two of the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Honeyed Words [7th Level]

You can cast charm person as a spell-like ability by expending 1 RP. This costs no RP if used on a member of your dominion. This is a mind-affecting, language-dependant effect with a verbal component. The tyrant may not be aware of the spell-like ability; only noticing that they are unusually good at convincing others. This only works face-to-face (or via voice and video communication) and, specifically, not with the back channel whispers class feature.

Back Channel Whispers [11th Level]

Once per day you can make a Diplomacy, Intimidate, or Sense Motive check against all members of your dominion on matters that apply to your dominion (policy, political dissonance, elections, general military plan, spending, alliances, etc). Compare the result of this check to all members (assume your average politician has a DC of 20 to change their attitude). This can be used to gather information (with Diplomacy) on general matters as well (such as everyone’s attitude on it). When you use this you can either totally obscure yourself as the origin (only magical methods can divine your involvement) or make it known that you are the source. No mandate, spell, or spell-like ability may be delivered via this.

Dominar [15th Level]

Your dominion now includes unwilling and people who oppose you within your region/group of people.

Sovereign [19th Level]

You are automatically the de-facto or actual leader of your dominion. Your word is law, your presence signifies the state/group, you may dictate policy unanimously, and any leaders put on the throne are mere puppets. People may oppose you if your plans or policies (often violently) are not in line with their vision but, until your death or resignation, you are the sovereign. In addition, once per day as a move action you may attempt to declare dominion over a creature that can see and hear you; the target must succeed a Will save (10 + 1/2 class level + Charisma modifier) or permanently become part of your dominion. This can never be attempted on the same creature more than once and cannot be used on PCs.

Sublime Vision

Ambition: Your ambition must be to enact a grand vision that you were gifted. This may involve you shifting fate, damning the gods, and doing things as you saw them.

Dominion: You and you alone.

Corrective Fate [3rd Level]

When acting in accordance with or for the furtherance of the vision you have seen, as a free action you can gain a +1 luck bonus on d20 roll (before or after the dice is rolled and the results known). This can occur no more than once per day per 2 levels of space tyrant (minimum once per day).

Visions [7th Level]

You can cast augury as a spell-like ability by expending 2 RP.

Unwitting Pawns [11th Level]

Any benefit that specifies “you” in your benefits from the sublime vision ambition provides its benefits to all allies within 120 feet. Activating this is a swift action and it lasts for 1 round per space tyrant level. This cannot grant uses of the the Come to Fruition class feature to others.

All According to Plan [15th Level]

You can spend 3 RP to re-roll any dice roll you’ve made (immediately after it has been made but before the results are known), though no more than once per turn.

Come to Fruition [19th Level]

Your vision comes to past, no matter how inconceivable or impossible it seems: everything clicks into place like a perfectly executed ballet. In addition, your corrective fate ambition benefit now grants you a +2 bonus on d20 rolls rather than a +1.

Fate, like many things, works in cycles however and your vision will thematically/metaphorically repeat ad nauseum- echoing throughout history forever. The final benefit of this class feature is that, once per day, as a standard action that costs 3 RP, you may invoke this echo and force some lesser version of your vision to come to pass sometime in the next hour. If your vision was to kill a god, maybe an angel who is blocking you way spontaneously dies. If you saw yourself crowned king of all space, maybe you are granted the key to a city. If you were supposed to kill your father and sleep with your mother, maybe you kill a relative or seduce an acquaintance.

This manifests itself not only as a relevant event occurring but it allows your corrective fate class feature to work freely on all d20 rolls for 1 minute when the lesser version of your vision comes to fruition. These free +2s do not subtract from your daily total.

Altered or Replaced Tyrant Class Features

For any level at which an archetype provides an alternate class feature, an envoy who takes the archetype alters or replaces the listed class features.

Multilevel [2nd, 6th, and 18th Levels]: You don’t gain a mandate.

Multilevel [4th and 12th levels]: You don’t gain bonus RP for use on mandates.

9th Level: You don’t gain the 9th level advancement of fear; instead you gain it at 10th level, and you don’t gain your 10th level mandate.

Builds

Ambitious Apostle

Theme: Priest

You are the avatar of a dark god, its will made flesh though your ambition.

Ability Scores: Short sentence or two.

Dominion: Dark Savior

Mandates: Command, Despair, Dread, Diehard

Feats: Antagonize, Minor Psychic Power, Extra Resolve, Skill Focus (Intimidate)

Skills: Diplomacy, Intimidate, Mysticism, Sense Motive

Demiurge

Theme: Scholar

By your dark designs you will bring into existence the most terrible weapon the universe has ever seen and you will be its master…

Ability Scores: While Charisma is important to all tyrants your augment that with a high Intelligence score as well.

Dominion: Grand Work

Mandates: Diabolus Ex Machina, Unyielding, Despair

Feats: Barricade, Deadly Aim, Skill Focus (Engineering), Skill Focus (Intimidate)

Skills: Engineering, Intimidate, Physical Science, Sense Motive

Noble Tyrant

Theme: Icon

You are a hero to the people, even if it means you need to make some hard choice for them.

Ability Scores: Short sentence or two.

Dominion: Political

Mandates: Flattered, Twisted Envoy, Grandeur Overwhelming

Feats: Bodyguard, Extra Resolve, Fast Talk, Skill Synergy (Bluff, Diplomacy)

Skills: Bluff, Culture, Diplomacy, Sense Motive

Painslayer Commander

Theme: Mercenary

You ride with at the head of a company of godslaying warrior who seek to usurp the God of Pain.

Ability Scores: Strength means you can beat the other guy into submission, while Charisma fuels your ability to stride untouched through the battlefield.

Dominion: Defeat

Mandates: Give No Ground, Grandeur Overwhelming, Unyielding

Feats: Deadly Aim, Opening Volley, Suppressive Fire, Toughness Skills: Athletics, Culture, Intimidate, Profession (mercenary)

Section 15: Copyright Notice

Classes of Red Sector © 2019 Little Red Goblin Games LLC; Authors: Scott Gladstein, Ian Sisson, Sasha Lindley Hall.