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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 | 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 | Attacks: A paragon creature makes all its attacks with a +25 bonus on the attack roll. | ||
Damage: A paragon creature gains a +20 | 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 | 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 | 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 | 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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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 | AC +10 bonus, +10 Bonus, +5 Natural bonus. If already has any of these, this stacks with existing. | ||
Attacks: +20 | Attacks: +20 bonus | ||
Damage +20 | Damage +20 bonus | ||
Special Attacks: +10 | 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 | 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 | 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 | 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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Speed 2 times all movement modes | Speed 2 times all movement modes | ||
AC +8 | AC +8 bonus, +8 Bonus, +4 Natural bonus. If already has any of these, this stacks with existing. | ||
Attacks: +12 | Attacks: +12 bonus | ||
Damage +16 | Damage +16 bonus | ||
Special Attacks: +8 | 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 | 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 | 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 | 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 | 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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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 | AC +8 bonus, +8 Bonus. If already has any of these, this stacks with existing. | ||
Attacks: +10 | Attacks: +10 bonus | ||
Damage +15 | Damage +15 bonus | ||
Special Attacks: +7 | 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 | 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 | 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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Speed X2 primary movement mode | Speed X2 primary movement mode | ||
AC +6 | AC +6 bonus, +6 Bonus. If already has any of these, this stacks with existing. | ||
Attacks: +8 | Attacks: +8 bonus | ||
Damage +8 | Damage +8 bonus | ||
Special Attacks: +6 | 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 | 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 | 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 | 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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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 | AC +5 bonus, +5 Bonus. If already has any of these, this stacks with existing. | ||
Attacks: +5 | Attacks: +5 bonus | ||
Damage +5 | Damage +5 bonus | ||
Special Attacks: +5 | 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 | 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 | 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 | 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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Speed Primary movement x1.5 round down to nearest 5 feet | Speed Primary movement x1.5 round down to nearest 5 feet | ||
AC +4 | AC +4 bonus, +4 Bonus. If already has any of these, this stacks with existing. | ||
Attacks: +4 | Attacks: +4 bonus | ||
Damage +4 | Damage +4 bonus | ||
Special Attacks: +4 | 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 | 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 | 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 | 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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Speed Primary movement plus ten feet | Speed Primary movement plus ten feet | ||
AC +4 | AC +4 bonus, +4 Bonus. If already has any of these, this stacks with existing. | ||
Attacks: +4 | Attacks: +4 bonus | ||
Damage +4 | Damage +4 bonus | ||
Special Attacks: +4 | 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 | 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 | 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 | 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 | Damage: Add its CR after applying this template as a deadly damage bonus to all attacks doing hit point damage. | ||
Special Attacks: +8 | 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 | 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 | 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 | 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 | 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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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 | 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 | 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 | 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: | 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 | 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. |