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SPEED: A paragon creature's speed triples, for all movement types.
SPEED: A paragon creature's speed triples, for all movement types.


AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus(if the creature already has a natural armor bonus, use whichever is better.)
AC: Paragon creatures gain a +12 bonus to AC and a +12 bonus to AC. They also gain a +5 natural armor bonus(if the creature already has a natural armor bonus, use whichever is better.)


Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Attacks: A paragon creature makes all its attacks with a +25 bonus on the attack roll.


Damage: A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks.
Damage: A paragon creature gains a +20 bonus on damage rolls for all melee and thrown ranged attacks.


Special Attacks: A paragon creatures special attacks, if any, all gain a +13 insight bonus, if applicable. For instance, a paragon creature might have a special attack which allows it to put its enemies to sleep if they fail a Will saving throw (DC:15); applying the bonus increases the DC to 28. Likewise, it may have a special ability that allows it to rend; in this case the +13 insight bonus could be applied to damage. The +13 insight bonus may be applied to a given special ability once. One example of a special attack to which the +13 insight bonus would not apply is the dream haunting ability of the night hag.
Special Attacks: A paragon creatures special attacks, if any, all gain a +13 bonus, if applicable. For instance, a paragon creature might have a special attack which allows it to put its enemies to sleep if they fail a Will saving throw (DC:15); applying the bonus increases the DC to 28. Likewise, it may have a special ability that allows it to rend; in this case the +13 bonus could be applied to damage. The +13 bonus may be applied to a given special ability once. One example of a special attack to which the +13 bonus would not apply is the dream haunting ability of the night hag.


Spell Like Abilities(Sp) or Psionics(Sp): if the base creature has any spell-like abilities, it gains +15 to its caster level to use those abilities. For instance, a creature that uses its spell-like abilities at 10th level uses those abilities at 25th level as a paragon creature. A paragon creature also gains the ability to use Greater Dispelling, Haste, and See Invisibility three times per day, even if it did not have those abilities before, at the 15th caster level.
Spell Like Abilities(Sp) or Psionics(Sp): if the base creature has any spell-like abilities, it gains +15 to its caster level to use those abilities. For instance, a creature that uses its spell-like abilities at 10th level uses those abilities at 25th level as a paragon creature. A paragon creature also gains the ability to use Greater Dispelling, Haste, and See Invisibility three times per day, even if it did not have those abilities before, at the 15th caster level.
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In all cases, if the creature already had such qualities, use whichever is better.
In all cases, if the creature already had such qualities, use whichever is better.


Saves: The paragon creature gains a +10 insight bonus on all its saves.
Saves: The paragon creature gains a +10 bonus on all its saves.


Abilities: All ability scores are 15 points higher than those of the base creature.
Abilities: All ability scores are 15 points higher than those of the base creature.


Skills: A paragon creature gains a +10 competency bonus on all its skill checks.
Skills: A paragon creature gains a +10 bonus on all its skill checks.


Feats: Same as the base creature, plus two bonus feats.
Feats: Same as the base creature, plus two bonus feats.
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=== Mighty Template ===
=== Mighty Template ===


HD As standard, +12 per die “Mighty” bonus
HD As standard, +12 per die bonus


Speed 2.5 times primary movement ability, 2 times all others, round down to nearest five feet
Speed 2.5 times primary movement ability, 2 times all others, round down to nearest five feet


AC +10 Insight bonus, +10 luck Bonus, +5 Natural bonus. If already has any of these, this stacks with existing.
AC +10 bonus, +10 Bonus, +5 Natural bonus. If already has any of these, this stacks with existing.


Attacks: +20 Luck bonus
Attacks: +20 bonus


Damage +20 Luck bonus
Damage +20 bonus


Special Attacks: +10 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +10 bonus to one aspect of each attack, if applicable.


Psionics: +10 Manifester level
Psionics: +10 Manifester level
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Special Qualities Keeps all, and gains ER 10 vs all energy types, DR20/epic, SR CR+10, Fast Healing 20
Special Qualities Keeps all, and gains ER 10 vs all energy types, DR20/epic, SR CR+10, Fast Healing 20


Saves +10 Insight bonus to all saves
Saves +10 bonus to all saves


Abilities Add up to 70 points to the ability array, no more than +20 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 70 points to the ability array, no more than +20 to any single one, recalculate hits, damage, saves, and hit points


Skills +10 Competence bonus on all skills
Skills +10 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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=== Potent Template ===
=== Potent Template ===


HD As standard, +10 per die “Potent” bonus
HD As standard, +10 per die bonus


Speed 2 times all movement modes
Speed 2 times all movement modes


AC +8 Insight bonus, +8 luck Bonus, +4 Natural bonus. If already has any of these, this stacks with existing.
AC +8 bonus, +8 Bonus, +4 Natural bonus. If already has any of these, this stacks with existing.


Attacks: +12 Luck bonus
Attacks: +12 bonus


Damage +16 Luck bonus
Damage +16 bonus


Special Attacks: +8 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +8 bonus to one aspect of each attack, if applicable.


Psionics: +8 Manifester level
Psionics: +8 Manifester level
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Special Qualities Keeps all, and gains ER 8 vs all energy types, DR16/+5, SR=CR+10, Fast Healing 20
Special Qualities Keeps all, and gains ER 8 vs all energy types, DR16/+5, SR=CR+10, Fast Healing 20


Saves +8 Insight bonus to all saves
Saves +8 bonus to all saves


Abilities Add up to 55 points to the ability array, no more than +18 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 55 points to the ability array, no more than +18 to any single one, recalculate hits, damage, saves, and hit points


Skills +10 Competence bonus on all skills
Skills +10 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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The Potent template is a weaker version of the paragon template. While the paragon template is designed to create a single truly exceptional individual creature, the potent template is designed to create a vastly more potent version of a class of creatures. As a result, there is more flexibility in the potent template than the paragon template, mainly in the ability to customize the abilities of the creature. At the same time, the potent template is simpler and less powerful than the paragon template.
The Potent template is a weaker version of the paragon template. While the paragon template is designed to create a single truly exceptional individual creature, the potent template is designed to create a vastly more potent version of a class of creatures. As a result, there is more flexibility in the potent template than the paragon template, mainly in the ability to customize the abilities of the creature. At the same time, the potent template is simpler and less powerful than the paragon template.


A word on ability points: The potent template allows you to add 55 to the base array of the monster. This is not 55 more points to buy higher abilities off the standard purchase chart, this is 55 more stat points. If the creature has a 15 Strength, you can add none to it, or 1 to it, or up to 18 to it, giving the potent creature a 33 strength. You then recalculate its to hit and damage with the new bonuses for exceptional strength, added to the bonuses for luck, insight, etc.
A word on ability points: The potent template allows you to add 55 to the base array of the monster. This is not 55 more points to buy higher abilities off the standard purchase chart, this is 55 more stat points. If the creature has a 15 Strength, you can add none to it, or 1 to it, or up to 18 to it, giving the potent creature a 33 strength. You then recalculate its to hit and damage with the new bonuses for exceptional strength, added to the bonuses.




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=== Fierce Template ===
=== Fierce Template ===


HD As standard, +8 per die “Fierce” bonus
HD As standard, +8 per die bonus


Speed X2 primary movement mode, x1.5 all other movement modes, round down to nearest 5 feet
Speed X2 primary movement mode, x1.5 all other movement modes, round down to nearest 5 feet


AC +8 Insight bonus, +8 luck Bonus. If already has any of these, this stacks with existing.
AC +8 bonus, +8 Bonus. If already has any of these, this stacks with existing.


Attacks: +10 Luck bonus
Attacks: +10 bonus


Damage +15 Luck bonus
Damage +15 bonus


Special Attacks: +7 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +7 bonus to one aspect of each attack, if applicable.


Psionics: +7 Manifester level
Psionics: +7 Manifester level
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Special Qualities Keeps all, and gains ER 8 vs all energy types, DR10/+4, SR=CR+7, Fast Healing 16
Special Qualities Keeps all, and gains ER 8 vs all energy types, DR10/+4, SR=CR+7, Fast Healing 16


Saves +7 Insight bonus to all saves
Saves +7 bonus to all saves


Abilities Add up to 42 points to the ability array, no more than +12 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 42 points to the ability array, no more than +12 to any single one, recalculate hits, damage, saves, and hit points


Skills +7 Competence bonus on all skills
Skills +7 Competence bonus on all skills
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=== Rugged Template ===
=== Rugged Template ===


HD As standard, +10 per die “Rugged” bonus
HD As standard, +10 per die bonus


Speed X2 primary movement mode
Speed X2 primary movement mode


AC +6 Insight bonus, +6 luck Bonus. If already has any of these, this stacks with existing.
AC +6 bonus, +6 Bonus. If already has any of these, this stacks with existing.


Attacks: +8 Luck bonus
Attacks: +8 bonus


Damage +8 Luck bonus
Damage +8 bonus


Special Attacks: +6 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +6 bonus to one aspect of each attack, if applicable.


Psionics: +6 Manifester level
Psionics: +6 Manifester level
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Special Qualities Keeps all, and gains ER 15 vs all energy types, DR20/+4, SR=CR+10, Fast Healing 15
Special Qualities Keeps all, and gains ER 15 vs all energy types, DR20/+4, SR=CR+10, Fast Healing 15


Saves +7 Insight bonus to all saves
Saves +7 bonus to all saves


Abilities Add up to 24 points to the ability array, no more than +10 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 24 points to the ability array, no more than +10 to any single one, recalculate hits, damage, saves, and hit points


Skills +6 Competence bonus on all skills
Skills +6 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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=== Hardened Template ===
=== Hardened Template ===


HD As standard, +5 per die “Hardened” bonus
HD As standard, +5 per die bonus


Speed X1.5 primary movement mode, x1.5 all other movement modes, round down to nearest 5 feet
Speed X1.5 primary movement mode, x1.5 all other movement modes, round down to nearest 5 feet


AC +5 Insight bonus, +5 luck Bonus. If already has any of these, this stacks with existing.
AC +5 bonus, +5 Bonus. If already has any of these, this stacks with existing.


Attacks: +5 Luck bonus
Attacks: +5 bonus


Damage +5 Luck bonus
Damage +5 bonus


Special Attacks: +5 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +5 bonus to one aspect of each attack, if applicable.


Psionics: +5 Manifester level
Psionics: +5 Manifester level
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Special Qualities Keeps all, and gains ER 5 vs all energy types, DR5/+3, Fast Healing 10
Special Qualities Keeps all, and gains ER 5 vs all energy types, DR5/+3, Fast Healing 10


Saves +5 Insight bonus to all saves
Saves +5 bonus to all saves


Abilities Add up to 18 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 18 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hit points


Skills +5 Competence bonus on all skills
Skills +5 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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=== Hardy Template ===
=== Hardy Template ===


HD As standard, +4 per die “Hardy” bonus
HD As standard, +4 per die bonus


Speed Primary movement x1.5 round down to nearest 5 feet
Speed Primary movement x1.5 round down to nearest 5 feet


AC +4 Insight bonus, +4 luck Bonus. If already has any of these, this stacks with existing.
AC +4 bonus, +4 Bonus. If already has any of these, this stacks with existing.


Attacks: +4 Luck bonus
Attacks: +4 bonus


Damage +4 Luck bonus
Damage +4 bonus


Special Attacks: +4 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +4 bonus to one aspect of each attack, if applicable.


Psionics: +4 Manifester level
Psionics: +4 Manifester level
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Special Qualities Keeps all, and gains ER 4 vs all energy types, DR4/+2, Fast Healing 5
Special Qualities Keeps all, and gains ER 4 vs all energy types, DR4/+2, Fast Healing 5


Saves +4 Insight bonus to all saves
Saves +4 bonus to all saves


Abilities Add up to 12 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 12 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hit points


Skills +4 Competence bonus on all skills
Skills +4 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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=== Robust Template ===
=== Robust Template ===


HD As standard, +3 per die “Robust” bonus
HD As standard, +3 per die bonus


Speed Primary movement plus ten feet
Speed Primary movement plus ten feet


AC +4 Insight bonus, +4 luck Bonus. If already has any of these, this stacks with existing.
AC +4 bonus, +4 Bonus. If already has any of these, this stacks with existing.


Attacks: +4 Luck bonus
Attacks: +4 bonus


Damage +4 Luck bonus
Damage +4 bonus


Special Attacks: +4 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +4 bonus to one aspect of each attack, if applicable.


Psionics: +4 Manifester level
Psionics: +4 Manifester level
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Special Qualities Keeps all, and gains ER 4 vs all energy types, DR4/+2, Fast Healing 5
Special Qualities Keeps all, and gains ER 4 vs all energy types, DR4/+2, Fast Healing 5


Saves +4 Insight bonus to all saves
Saves +4 bonus to all saves


Abilities Add up to 12 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hitpoints
Abilities Add up to 12 points to the ability array, no more than +6 to any single one, recalculate hits, damage, saves, and hit points


Skills +4 Competence bonus on all skills
Skills +4 bonus on all skills


Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
Feats: As base plus 2 bonus. If new CR is 20+, add 1 additional Epic feat
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Attacks: Add one more attack with its primary attack, at full BAB, to both a regular attack and a full attack.
Attacks: Add one more attack with its primary attack, at full BAB, to both a regular attack and a full attack.


Damage: Add its CR after applying this template as a deadly damage bonus to all attacks doing hitpoint damage.
Damage: Add its CR after applying this template as a deadly damage bonus to all attacks doing hit point damage.


Special Attacks: +8 insight bonus to one aspect of each attack, if applicable.
Special Attacks: +8 bonus to one aspect of each attack, if applicable.


Psionics: As standard
Psionics: As standard
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The Deadly template is used to increase the deadliness of a creature. A Deadly creature is extremely quick and powerful with its attacks, to the point where it gets an extra bonus "deadly" attack with either a regular attack action or a full attack action. This bonus attack can be used in any round in which any feats or abilities allow at least one primary attack. It does NOT allow extra sneak attack damage to tbe applied, and is only usable with the attack defined as the creatures primary attack.
The Deadly template is used to increase the deadliness of a creature. A Deadly creature is extremely quick and powerful with its attacks, to the point where it gets an extra bonus "deadly" attack with either a regular attack action or a full attack action. This bonus attack can be used in any round in which any feats or abilities allow at least one primary attack. It does NOT allow extra sneak attack damage to tbe applied, and is only usable with the attack defined as the creatures primary attack.


In addition, all of a Deadly creatures attacks that do damage receive a deadly bonus equal to the monster's CR after this template was applied. This bonus does NOT apply to any non-hit point damage.
In addition, all of a Deadly creatures attacks that do damage receive a bonus equal to the monster's CR after this template was applied. This bonus does NOT apply to any non-hit point damage.


A Deadly creature gets a +8 insight bonus to ONE aspect of each special attack it may possess. For example the DC of a gaze attack may go up by +8, but not the damage inflicted,etc.
A Deadly creature gets a +8 bonus to ONE aspect of each special attack it may possess. For example the DC of a gaze attack may go up by +8, but not the damage inflicted,etc.


Sample Deadly creature:
Sample Deadly creature:
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Initiative: +2 Speed: 40 ft. (8 squares)
Initiative: +2 Speed: 40 ft. (8 squares)


Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11


Base Attack/Grapple: +12/+24
Base Attack/Grapple: +12/+24
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Space/Reach: 10 ft./5 ft.
Space/Reach: 10 ft./5 ft.


Special Attacks: Improved grab, pounce, rake 2d4+4+10 Deadly +8 insight
Special Attacks: Improved grab, pounce, rake 2d4+4+10 Deadly +8  


Special Qualities: Low-light vision, scent
Special Qualities: Low-light vision, scent
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Alignment: Always neutral
Alignment: Always neutral


Advancement: 17–32 HD (Large); 33–48 (Huge)
Advancement: 17-32 HD (Large); 33-48 (Huge)


Level Adjustment: -
Level Adjustment: -




This dire tiger is similar to its less deadly cousins, but it has blinding speed and power in its attacks. It is able to pounce and deliver a blinding flurry of claw strikes, and if it successfully grabs, its rake attack has both a deadly bonus and an insight bonus, to deliver huge damage quickly.
This dire tiger is similar to its less deadly cousins, but it has blinding speed and power in its attacks. It is able to pounce and deliver a blinding flurry of claw strikes, and if it successfully grabs, its rake attack has both a bonus and an bonus, to deliver huge damage quickly.




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Speed: 100 ft. (130 if hasted)
Speed: 100 ft. (130 if hasted)


Armor Class: 42 (–1 size, +12 Dex, +11 natural, +10 insight, +10 Luck), touch 31, flat-footed 30
Armor Class: 42 (-1 size, +12 Dex, +11 natural, +10 , +10 ), touch 31


Base Attack/Grapple: +33/+37
Base Attack/Grapple: +33/+37
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Space/Reach: 10/5
Space/Reach: 10/5


Special Attacks: Rend, autohit, Damage 6d6 +59 (+18 Str, +10 Insight, +8 Deadly Insight, +3 Deadly, +20 Luck)
Special Attacks: Rend, autohit, Damage 6d6 +59 (+18 Str, +10 , +8 , +3 , +20 )


Special Qualities:Low Light Vision, Scent, ER10/-, DR20/Epic, SR 33, Fast Healing 20
Special Qualities:Low Light Vision, Scent, ER10/-, DR20/Epic, SR 33, Fast Healing 20
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Abilities: Str 47, Dex 35, Con 37, Int 2, Wis 22, Cha 10
Abilities: Str 47, Dex 35, Con 37, Int 2, Wis 22, Cha 10


Skills:Climb+24*, Listen+15, Move Silently+14, Spot+16, Jump+20*
Skills:Movement+24*, Listen+15, Move Silently+14, Spot+16, Acrobatics+20*


Feats: Alertness, Toughness, Power Attack, Improved Natural Weapon (rend) x3, Improved Critical (claws), Blind Fighting, Improved Overrun, Blinding Speed (haste, 5 rounds/day)
Feats: Alertness, Toughness, Power Attack, Improved Natural Weapon (rend) x3, Improved Critical (claws), Blind Fighting, Improved Overrun, Blinding Speed (haste, 5 rounds/day)
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Given its speed and power, this flurry of attacks usually suffices, but if the ape is not hitting, it will attempt to use its size and huge Strength to initiate a Grapple, and once it pins the opponent, will land automatic Rends, tearing the foe to ribbons.
Given its speed and power, this flurry of attacks usually suffices, but if the ape is not hitting, it will attempt to use its size and huge Strength to initiate a Grapple, and once it pins the opponent, will land automatic Rends, tearing the foe to ribbons.


If it takes serious damage, it will attempt to flee, using its Jump, Climb, and incredible speed to make an escape. Dread Apes get +16 on Climb checks, and can take 10 on climb checks at all times. A dread ape can use its great speed and Jump skill to leap into the trees with great ease.
If it takes serious damage, it will attempt to flee, using its Acrobatics, Movement and incredible speed to make an escape. Dread Apes get +16 on Movement checks, and can take 10 on climb checks at all times. A dread ape can use its great speed and Acrobatics skill to leap into the trees with great ease.

Latest revision as of 15:33, 29 July 2020