shadethief
First Post
I don't like the static abilities of the current Paragon template. I like the idea of something that scales with the creature. It has been pointed out to me that my version isn't powerful enough for the IH rules, & the LA & CR adjustments are too high. What I need is constructive criticism on how to remedy these problems. I like the idea to much to abandon it, but game design has never been one of my strong points.
PARAGON
Hit Points: Max HP per die. If they already have this ability through another source, they instead gain half again their current hit die in bonus hit points
Speed: For every 10 HD, increase base movements by 10 ft
Armor Class: +1 natural armor per 10 HD
Immunities: disease, poison, stunning, sleep, paralysis,
Keen Senses: gain darkvision 120’, low-light vision, & a constant True Seeing Effect
Resistances: Acid, Cold, Fire, Electricity & Sonic resistance 5 per 10 HD
Saving Throws: +1 all saves per 10 HD
Ability scores: gain 18 points to distribute amongst all ability scores +1 additional per 10 HD to distribute as desired.
Feats: 1 bonus feat per 10 HD
Skills: Add Int modifier to all skill checks, +1 all skill checks per 10 HD
Special Attacks: All special forms of attack, such as Two Weapon Rend, or DC’s of special abilities, gain a +1 to the DC for every 10 HD
Special Qualities
Gain DR 20/epic. Every 10 HD, can add either 10 ponts to the damage redcution, or choose another descriptor.
Spell resistance 20 +½ HD +1 per HD
Fast Healing equal to Con modifier, with an additional +1 per 10 HD
If the creature possesses a caster level, manifester level, or initiator level, it is increased by 1 per 10 HD.
Special Abilities: Every 10 HD, can choose an ability from the following list. Abilities can be chosen multiple times, stacking each time.
+2 to all attributes.
Gain six bonus feats.
Double natural armor bonus.
Grant the equivalent of any armor or weapon special ability with a +5 adjustment, +1 per additional 10 HD, or less adjustment.
Grant a fly speed equal to twice base land speed with perfect maneuverability, or any other movement type with a speed equal to the land speed.
Gain +1 caster level
May prepare two additional spells per day per spell level known, to a maximum of 9th level.
Gains two additional spells known per spell level it can cast, to a maximum of 9th level.
Gain a single primary natural attack dealing 4d6 points of damage, or two natural primary attacks dealing 2d6 points of damage.
Preternatural Grace: Add Charisma mod to AC, & half of Charisma mod as a resistance bonus to all saves.
Gain immunity to mind-affecting effects or immunity to a single energy or effect of choice
Can choose a single class ability. This ability functions at 1/4 of creatures HD. If taken multiple times, can choose to either improve an existing ability by ¼ each time taken, or select a new class ability.
CR: +8, +1 per 10 HD
LA: +5, +2 per 10 HD
PARAGON
Hit Points: Max HP per die. If they already have this ability through another source, they instead gain half again their current hit die in bonus hit points
Speed: For every 10 HD, increase base movements by 10 ft
Armor Class: +1 natural armor per 10 HD
Immunities: disease, poison, stunning, sleep, paralysis,
Keen Senses: gain darkvision 120’, low-light vision, & a constant True Seeing Effect
Resistances: Acid, Cold, Fire, Electricity & Sonic resistance 5 per 10 HD
Saving Throws: +1 all saves per 10 HD
Ability scores: gain 18 points to distribute amongst all ability scores +1 additional per 10 HD to distribute as desired.
Feats: 1 bonus feat per 10 HD
Skills: Add Int modifier to all skill checks, +1 all skill checks per 10 HD
Special Attacks: All special forms of attack, such as Two Weapon Rend, or DC’s of special abilities, gain a +1 to the DC for every 10 HD
Special Qualities
Gain DR 20/epic. Every 10 HD, can add either 10 ponts to the damage redcution, or choose another descriptor.
Spell resistance 20 +½ HD +1 per HD
Fast Healing equal to Con modifier, with an additional +1 per 10 HD
If the creature possesses a caster level, manifester level, or initiator level, it is increased by 1 per 10 HD.
Special Abilities: Every 10 HD, can choose an ability from the following list. Abilities can be chosen multiple times, stacking each time.
+2 to all attributes.
Gain six bonus feats.
Double natural armor bonus.
Grant the equivalent of any armor or weapon special ability with a +5 adjustment, +1 per additional 10 HD, or less adjustment.
Grant a fly speed equal to twice base land speed with perfect maneuverability, or any other movement type with a speed equal to the land speed.
Gain +1 caster level
May prepare two additional spells per day per spell level known, to a maximum of 9th level.
Gains two additional spells known per spell level it can cast, to a maximum of 9th level.
Gain a single primary natural attack dealing 4d6 points of damage, or two natural primary attacks dealing 2d6 points of damage.
Preternatural Grace: Add Charisma mod to AC, & half of Charisma mod as a resistance bonus to all saves.
Gain immunity to mind-affecting effects or immunity to a single energy or effect of choice
Can choose a single class ability. This ability functions at 1/4 of creatures HD. If taken multiple times, can choose to either improve an existing ability by ¼ each time taken, or select a new class ability.
CR: +8, +1 per 10 HD
LA: +5, +2 per 10 HD