Ok, given that the paragon is tightly linked with the Amidah I gave it some thought and came up with this half-strength variation of the Amidah.
I took into consideration the Amidah's nastier abilities and made it so that even an Amidah would have to remain at least somewhat wary of paragons.
I gave the paragon Inner Eye because it allows the paragon to counter the Amidah's Evil Eye ability, which was changed when Krusty made Ascension.
While this is certainly a homebrew paragon template. I decided to post it for constructive criticism and perhaps some ideas.
I'm going to playtest it soon, but I'm concerned about the challenge rating and level adjustment. I'm unsure how accurate they are.
I'm also interested in seeing other peoples variations on the paragon.
Paragon (Perfect One)
Creating a Paragon
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The paragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Hit Dice: A paragon uses d20's for Hit Dice and always has maximum hit points per die.
Speed: All movement speeds are tripled.
Armor Class: A paragon retains the armor bonuses of the base creature and acquires the following.
- Deflection Bonus (Ex): A paragon gains a deflection bonus equal to it's Charisma modifier.
- Luck Bonus (Ex): A paragon gains a +30 luck bonus to it's armor class (see Fortuity).
Special Attacks: A paragon retains all the special attacks of the base creature and gains those described below. Save DCs are 10 + 1/2 the paragon's Hit Dice/Level + the paragon's Charisma modifier + 30 (see Fortuity), unless noted otherwise.
Spell-Like Abilities (Sp): At will - limited wish. Caster Level equals Hit Dice/Level + 30 (see Fortuity).
Special Qualities: A paragon retains all the special qualities of the base creature and also gains the following.
- Damage Reduction (Ex): A paragon gains damage reduction 75/cursed and epic.
- Fast Healing (Ex): A paragon gains fast healing 50.
- Fortuity (Ex): A paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws; spell resistance; and turn resistance (if applicable).
- Inner Eye (Ex): A paragon can bend fate to it's will. A paragon always gains the best dice rolls in any given situation. However, a natural '20' is not an automatic success when using this ability.
- Resistances (Ex): A paragon gains resistance to cold 50 and fire 50.
- Spell Resistance (Su): A paragon gains spell resistance equal to 10 + Hit Dice/Level + 30 (see Fortuity).
Saves: A paragon gains a +30 luck bonus on all its saving throws (see Fortuity).
Abilities: A paragon gains a +37 bonus to all ability scores.
Skills: A paragon gains a +30 luck bonus on all it's skill checks (see Fortuity).
- Maven (Ex): A paragon has mastered many skills. A paragon gains maximum ranks in all it's class skills and half it's maximum in all cross class skills.
Feats: A paragon gains 5 bonus feats.
Organization: Any, usually same as the base creature.
Challenge Rating: Same as the base creature +26.
Treasure: Double standard.
Alignment: Any, usually same as the base creature.
Level Adjustment: Same as the base creature +40.
Last edited by dante58701; 14th August 2008 at 12:41 AM..
Reason: Correction of CR and LA
The only problem I have with this, (and its a problem I have with every Immortals template so far) is the level adjustment. Even considering the massive bonuses, I just don't understand how this is better than 60 character levels.
I mean, I could be wrong, but it seems to me like a Paragon Fighter 40 would be vastly inferior to a Fighter 100.
__________________
I have given proud Atlantis to the sea,
shattered ancient Lemuria beneath my fist,
and razed the arrogant spires of Ys to gleaming rubble...
This is the end of your world!
I shall remake all creation in my image!
I am the Omega.
And as all life was created from Chaos...
so shall it be DESTROYED!!!
A fighter 60 should have this template, at the very least. I think Alabaster was an exception as his level doesn't match the Amidah template's level adjustment.
Tried posting this last night but ENWorld timed me out again.
I think the best way of judging the template is seeing it on a monster/npc and then rating it to another monster of the same CR (probably an dragon from the IH, since you are bound to get a similar CR amongst all those).
Quote:
Originally Posted by dante58701
A fighter 60 should have this template, at the very least. I think Alabaster was an exception as his level doesn't match the Amidah template's level adjustment.
Levels don't need to match, just be higher than the ECL of the Template. Although usually you try and set them fairly equal (as you say) to give people an entry level monster/NPC.
What would be my grade mighty guru of epic? A? B? C? D?
Anyway =^.^= is it a good template for paragons? Or does it need something?
I think that you should leave the Paragon as is. Basically I don't think the Paragon, or the Amidah are great templates. They are sort of bland, power-filling quick-fix templates for those looking an alternative to immortality.
=^.^= I always kinda liked them myself. They make sense. =^.^=
Of course I don't see them as an alternative to immortality. There just isn't an alternative to immortality.
Even immortal's can be paragons.
Side Question (Off Topic)
Shuriken
When throwing shuriken in excess of 2 (one per hand), how exactly does one throw more without having to draw them?
Do they draw and fire off shuriken?
Do they hold gobs of shuriken in their hands?
Do they juggle the shuriken?
Or does it depend on the type of shuriken?
Examples: Deck of Cards + Eclectic Shot, Needle shuriken, Star Shuriken, ect.
How exactly does this work when you can throw 36 shuriken in a single round (it is possible with the proper feats...we have a shuriken monkey in our gaming group).
Also...do deities get a divine bonus to damage? Because if they do...it isn't listed under their divine bonus for any deity.
Last edited by dante58701; 24th July 2008 at 11:03 PM..
I imagine you could explain the shuriken any of the ways you suggested.
Of course shuriken don't deal that much damage (relative to other weapons) so I imagine they are fairly weak against damage reduction of most opponents?
Possession allows an evil outsider to enhance a weapon as though it WERE a magical weapon, although, in truth is really ISNT a magical weapon as one would typically know them. In fact, they don't even detect as magical.
Of course binding a fiend into your service, let alone into a weapon is tricky business.
A fiend can enhance a weapon or object, making into a magic item with a value of 2000 gp per Hit Dice of the fiend in question. The fiend also has complete control over what magical properties is will bestow upon the item.
The Ninja 30/Sorcerer 30 Lesser Deity shuriken monkey has 666 devils ranging from 18 Hit Dice (since he prefers pitfiends for this purpose) - 54 Hit Dice. If a contract with a devil expires, he gets a new contract with the same devil (since devils like consistency) or he finds a new devil and bargains with them instead.
As for damage. It varies between the shuriken, but it adds up when your shuriken can also unleash spells and spell-like abilities on your enemies, ect.
Essentially, he's a deity that carries his entourage of fiends with him everywhere he goes.
Pit Fiend possessed shuriken make for a very nasty surprise.
As for the other characters...
Some of them forge deities with Double (Object) Portfolios, then fight with them. It's exceedingly expensive, but after a few dozen gaming sessions it begins to pay off.
One has found a way to bind dragon ghosts into a sword and uses to fight the living. The dragon ghosts devastate the area with their spells and spell-like abilities, while the sword channels their individual breath weapons as individual ray attacks.
By far my favorite though is the one who uses a halfling demi-lich demi-deity as a mace.
Last edited by dante58701; 26th July 2008 at 05:50 AM..
Possession allows an evil outsider to enhance a weapon as though it WERE a magical weapon, although, in truth is really ISNT a magical weapon as one would typically know them. In fact, they don't even detect as magical.
Of course binding a fiend into your service, let alone into a weapon is tricky business.
A fiend can enhance a weapon or object, making into a magic item with a value of 2000 gp per Hit Dice of the fiend in question. The fiend also has complete control over what magical properties is will bestow upon the item.
Heres the thing, you might want to review that pricing system to something a tad more reasonable. You are basically giving these things away for free considering the wealth epic characters typically have.
I don't think 2 million gp to have a Time Lord in your weapon is logical.
Perhaps every Hit Dice equals a Weapon Special Ability Market Modifier.
ie. A 20 HD Balor is a +20 rated special ability.
That seems a bit more like it.
Quote:
The Ninja 30/Sorcerer 30 Lesser Deity shuriken monkey has 666 devils ranging from 18 Hit Dice (since he prefers pitfiends for this purpose) - 54 Hit Dice. If a contract with a devil expires, he gets a new contract with the same devil (since devils like consistency) or he finds a new devil and bargains with them instead.
Hmmm.
Quote:
As for damage. It varies between the shuriken, but it adds up when your shuriken can also unleash spells and spell-like abilities on your enemies, ect.
Indeed.
Quote:
Essentially, he's a deity that carries his entourage of fiends with him everywhere he goes.
Pit Fiend possessed shuriken make for a very nasty surprise.
It does bring up the question what sort of monsters does the party face off against?
Quote:
As for the other characters...
Some of them forge deities with Double (Object) Portfolios, then fight with them. It's exceedingly expensive, but after a few dozen gaming sessions it begins to pay off.
Your idea of exceedingly expensive and mine may not corelate.
Quote:
One has found a way to bind dragon ghosts into a sword and uses to fight the living. The dragon ghosts devastate the area with their spells and spell-like abilities, while the sword channels their individual breath weapons as individual ray attacks.
Sounds like a fun game, if perhaps not as balanced as it could be.
Though fun should always trump balance anyway.
Quote:
By far my favorite though is the one who uses a halfling demi-lich demi-deity as a mace.
Heres the thing, you might want to review that pricing system to something a tad more reasonable. You are basically giving these things away for free considering the wealth epic characters typically have.
I don't think 2 million gp to have a Time Lord in your weapon is logical.
Perhaps every Hit Dice equals a Weapon Special Ability Market Modifier.
ie. A 20 HD Balor is a +20 rated special ability.
That seems a bit more like it.
You misunderstood, that isn't the price of the weapon. That's the value of magical abilities that a particular fiend can replicate. You should get either the Book of Vile Darkness or Fiendish Codex I:Hordes of the Abyss, then look up possession.
There is no actual gp cost for the character. The only way they can get these fiends is through defeating the fiend in question in combat and then forcing them into contractual servitude. Essentially a join me or die scenario.
Quote:
Originally Posted by Upper_Krust
It does bring up the question what sort of monsters does the party face off against?
Fiends are very frequent, as are dragons. They do tend to cavort in the lower planes a lot, which can be deadly.
Quote:
Originally Posted by Upper_Krust
Your idea of exceedingly expensive and mine may not corelate.
In the case of forging deities with Double [Object] Portfolios, the expense is in quintessence since they need it to forge these kinds of deities in the first place. Since quintessence doesn't normally grow on trees, it's rather hard to come by and can result in character death.
Quote:
Originally Posted by Upper_Krust
Sounds like a fun game, if perhaps not as balanced as it could be.
Aye, that they be, but is it accurate?...or did I fumble the ball?
Well without deconstructing it all myself, it looks pretty good. So unless we are both missing something major (unlikely but possible I suppose) I'd just go along with what you have there.
When throwing shuriken in excess of 2 (one per hand), how exactly does one throw more without having to draw them?
Do they draw and fire off shuriken?
Do they hold gobs of shuriken in their hands?
Do they juggle the shuriken?
Or does it depend on the type of shuriken?
Examples: Deck of Cards + Eclectic Shot, Needle shuriken, Star Shuriken, ect.
How exactly does this work when you can throw 36 shuriken in a single round (it is possible with the proper feats...we have a shuriken monkey in our gaming group).
Also...do deities get a divine bonus to damage? Because if they do...it isn't listed under their divine bonus for any deity.
Hmmm... I've got a lvl 20 dedicated thrower build that gets 126 attacks per round... if I'm remembering the build correctly. I've never actually played it... it was just an exercise in how I could break the system. It included quick draw *shrug*