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<blockquote data-quote="Beefermatic" data-source="post: 8334829" data-attributes="member: 6670757"><p>For the "Prime" template I simply use Dante and Mr. Satan's "Paragon" (found here <a href="https://www.enworld.org/threads/paragon-revision-discussion-thread.236781/page-2#post-4514850" target="_blank">Paragon Revision Discussion Thread</a> ) with a few minor alterations. #1 it's abilities overlap with the basic 3.5 Epic Handbook Paragon, it gains a +20 bonus to hp per hit dice, it's stats are rounded up to the nearest factor of 10 so from 37 to 40 and the base Paragon statistics have been applied where relevant. Either way, Thank you Mr. Satan and Dante for making the basics for this template.</p><p></p><p><strong>Prime (Perfect One/ Greater Paragon)</strong></p><p></p><p>Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has it's paragons: the strongest, smartest, luckiest, and most powerful of the species. Paragons may represent the mythical First Creature, created in it's perfect form by some creator deity, or perhaps the evolutionary endpoint of a race after thousands of years of steady improvement. Sometimes, paragons just spring up accidentally, when all the factors are right.</p><p></p><p>Primes however are a step beyond even this, Paragons among Paragons. Primes represent the creme de la creme, the top of the top, the highest pinnacle of an evolutionary tree. In any given race, perhaps 1 Prime will be born in the entire evolutionary history of the species. Primes are only born of the unlikely union of 2 Paragons of the same species and even then there is as little chance of a Prime being born as there is a chance for a Paragon to be born to non-paragon parents.</p><p></p><p>Their power makes them far outclass even their Paragon ancestors. In most cases there is little to challenge their might. They are the stuff of legends, those people who make legends reality and shake the very foundations of the pantheons above them. They are heralds of new ages, new philosophies, new worlds, prosperous or perilous, for better or for worse.</p><p></p><p>Never is a Prime born quietly, and never does one live quietly. In nearly every instance that a Prime is born, paradigm shifts occur, civilizations fall or rise, and massive changes happen on a global if not further reaching scale.</p><p></p><p><em>(The Lord of Individuality Transcendent Ability grants this template until that being defeats or becomes the Amidah as only 1 can exist from a given universe at a time)</em></p><p></p><p>Creating a Prime</p><p></p><p>“Prime” is a template that can be added to any creature (referred to hereafter as the base creature).</p><p></p><p>The Prime template overlaps, does not stack when applicable, with the Epic Handbook Paragon template.</p><p></p><p>The Prime uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p>Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.</p><p></p><p>Hit Dice: A Prime uses d20's for Hit Dice and always has maximum hit points per die. They also gain an additional 20 hp per hit dice.</p><p></p><p>Speed: All movement speeds are x10.</p><p></p><p>Armor Class: A Prime retains the armor bonuses of the base creature and acquires the following.</p><p></p><p>- Deflection Bonus (Ex): A Prime gains a deflection bonus equal to it's Charisma modifier.</p><p></p><p>- Luck Bonus (Ex): A Prime gains a +30 luck bonus to it's armor class (see Fortuity) and a +12 Luck Bonus to it's armor which stacks with Fortuity</p><p></p><p>Special Attacks: A Prime retains all the special attacks of the base creature and gains those described below. Save DCs are 10 + 1/2 the Prime's Hit Dice/Level + the Prime's Charisma modifier + 30 (see Fortuity), unless noted otherwise.</p><p></p><p>- Spell-Like Abilities (Sp): At will -<em> limited wish.</em> 3/day <em>Greater Haste</em> (works like <em>haste</em> but stacks with normal <em>haste</em>), <em>Greater Dispelling, See Invisibility</em> Caster Level equals Hit Dice/Level +15, +30 (see Fortuity).</p><p></p><p>Special Qualities: A Prime retains all the special qualities of the base creature and also those described below.</p><p></p><p>- Damage Reduction (Ex): A Prime gains damage reduction 75/cursed and epic.</p><p></p><p>- Fast Healing (Ex): A Prime gains fast healing 50.</p><p></p><p>- Fortuity (Ex): A Prime 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).</p><p></p><p>-Luck (Ex): A Prime gains a +25 Luck bonus to Attack Rolls, +20 to Damage Rolls, and a +12 Luck to Armor Class which stacks with Fortuity.</p><p></p><p>-Insight (Ex): a +13 to any special ability roll or DC, +12 Insight bonus to AC, +10 Insight to all Saving Throws</p><p></p><p>- Inner Eye (Ex): A Prime can bend fate to it's will. A Prime always gains the best dice rolls in any given situation. However, a natural '20' is not an automatic success when using this ability.</p><p></p><p>-Spell/ Psionic Savant (Ex): A Prime gains +15 Caster Levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Psionic Abilities</p><p></p><p>- Resistances (Ex): A Prime gains resistance to cold 50 and fire 50.</p><p></p><p>- Spell Resistance (Su): A Prime gains spell resistance equal to 10 + Hit Dice/Level + 30 (see Fortuity).</p><p></p><p>Saves: A Prime gains a +30 luck bonus on all its saving throws (see Fortuity).</p><p></p><p>Abilities: A Prime gains a +40 bonus to all ability scores.</p><p></p><p>Skills: A Prime gains a +30 luck bonus on all it's skill checks (see Fortuity) and a +10 competence bonus to all skills.</p><p></p><p>- Omnicompetent/ Maven (Ex): A Prime easily masters anything they attempt. A Prime gains maximum ranks in all skills, access to all skills including trained only skills, and all skills are considered class skills.</p><p></p><p>Feats: A Prime gains 6 bonus feats.</p><p></p><p>Organization: Any, usually same as the base creature.</p><p></p><p>Challenge Rating: Same as the base creature +26.</p><p></p><p>Treasure: Double standard.</p><p></p><p>Alignment: Any, usually same as the base creature.</p><p></p><p>Level Adjustment: Same as the base creature +40.</p><p></p><p>[ATTACH=full]345523[/ATTACH][ATTACH=full]345524[/ATTACH]</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8334829, member: 6670757"] For the "Prime" template I simply use Dante and Mr. Satan's "Paragon" (found here [URL='https://www.enworld.org/threads/paragon-revision-discussion-thread.236781/page-2#post-4514850']Paragon Revision Discussion Thread[/URL] ) with a few minor alterations. #1 it's abilities overlap with the basic 3.5 Epic Handbook Paragon, it gains a +20 bonus to hp per hit dice, it's stats are rounded up to the nearest factor of 10 so from 37 to 40 and the base Paragon statistics have been applied where relevant. Either way, Thank you Mr. Satan and Dante for making the basics for this template. [B]Prime (Perfect One/ Greater Paragon)[/B] Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has it's paragons: the strongest, smartest, luckiest, and most powerful of the species. Paragons may represent the mythical First Creature, created in it's perfect form by some creator deity, or perhaps the evolutionary endpoint of a race after thousands of years of steady improvement. Sometimes, paragons just spring up accidentally, when all the factors are right. Primes however are a step beyond even this, Paragons among Paragons. Primes represent the creme de la creme, the top of the top, the highest pinnacle of an evolutionary tree. In any given race, perhaps 1 Prime will be born in the entire evolutionary history of the species. Primes are only born of the unlikely union of 2 Paragons of the same species and even then there is as little chance of a Prime being born as there is a chance for a Paragon to be born to non-paragon parents. Their power makes them far outclass even their Paragon ancestors. In most cases there is little to challenge their might. They are the stuff of legends, those people who make legends reality and shake the very foundations of the pantheons above them. They are heralds of new ages, new philosophies, new worlds, prosperous or perilous, for better or for worse. Never is a Prime born quietly, and never does one live quietly. In nearly every instance that a Prime is born, paradigm shifts occur, civilizations fall or rise, and massive changes happen on a global if not further reaching scale. [I](The Lord of Individuality Transcendent Ability grants this template until that being defeats or becomes the Amidah as only 1 can exist from a given universe at a time)[/I] Creating a Prime “Prime” is a template that can be added to any creature (referred to hereafter as the base creature). The Prime template overlaps, does not stack when applicable, with the Epic Handbook Paragon template. The Prime 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 Prime uses d20's for Hit Dice and always has maximum hit points per die. They also gain an additional 20 hp per hit dice. Speed: All movement speeds are x10. Armor Class: A Prime retains the armor bonuses of the base creature and acquires the following. - Deflection Bonus (Ex): A Prime gains a deflection bonus equal to it's Charisma modifier. - Luck Bonus (Ex): A Prime gains a +30 luck bonus to it's armor class (see Fortuity) and a +12 Luck Bonus to it's armor which stacks with Fortuity Special Attacks: A Prime retains all the special attacks of the base creature and gains those described below. Save DCs are 10 + 1/2 the Prime's Hit Dice/Level + the Prime's Charisma modifier + 30 (see Fortuity), unless noted otherwise. - Spell-Like Abilities (Sp): At will -[I] limited wish.[/I] 3/day [I]Greater Haste[/I] (works like [I]haste[/I] but stacks with normal [I]haste[/I]), [I]Greater Dispelling, See Invisibility[/I] Caster Level equals Hit Dice/Level +15, +30 (see Fortuity). Special Qualities: A Prime retains all the special qualities of the base creature and also those described below. - Damage Reduction (Ex): A Prime gains damage reduction 75/cursed and epic. - Fast Healing (Ex): A Prime gains fast healing 50. - Fortuity (Ex): A Prime 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). -Luck (Ex): A Prime gains a +25 Luck bonus to Attack Rolls, +20 to Damage Rolls, and a +12 Luck to Armor Class which stacks with Fortuity. -Insight (Ex): a +13 to any special ability roll or DC, +12 Insight bonus to AC, +10 Insight to all Saving Throws - Inner Eye (Ex): A Prime can bend fate to it's will. A Prime always gains the best dice rolls in any given situation. However, a natural '20' is not an automatic success when using this ability. -Spell/ Psionic Savant (Ex): A Prime gains +15 Caster Levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Psionic Abilities - Resistances (Ex): A Prime gains resistance to cold 50 and fire 50. - Spell Resistance (Su): A Prime gains spell resistance equal to 10 + Hit Dice/Level + 30 (see Fortuity). Saves: A Prime gains a +30 luck bonus on all its saving throws (see Fortuity). Abilities: A Prime gains a +40 bonus to all ability scores. Skills: A Prime gains a +30 luck bonus on all it's skill checks (see Fortuity) and a +10 competence bonus to all skills. - Omnicompetent/ Maven (Ex): A Prime easily masters anything they attempt. A Prime gains maximum ranks in all skills, access to all skills including trained only skills, and all skills are considered class skills. Feats: A Prime gains 6 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. [ATTACH type="full"]345523[/ATTACH][ATTACH type="full"]345524[/ATTACH] [/QUOTE]
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