Epic Template (Revised)

Trainz

Explorer
OK... here's my and Cheiromancer's Epic Template. Please evaluate and give feedback.

I have based myself on the Paragon template in the Epic Level Handbook, to create a not quite Paragonish template, that can be applied on any critter with no calculations whatsoever. Straight out of the book. This will, hopefully, make epic adventuring easier on the DM, and more fun for the players. Note that this is the revised version that has been updated through this thread:

Epic Template:

Hit Points:
Double hit points and add 100.
Initiative: increase by +10 (+5 dex, +5 insight)
Speed: Double all movement rates
AC: increase by +15 (+5 dex, +5 insight, +5 natural armor)
Base attack: increase attacks and damage by +15 (+5 strength, +10 luck)
Full attack: increase attacks and damage by +15 (+5 strength, +10 luck)
(1/2 strength bonus for off-hand attacks, 1 1/2 bonus for two-handed attacks)
Special attacks: +10 insight bonus on special attacks saving throw, special attacks do double damage.
Special qualities: Base creature plus DR 5/epic, spell resistance equals base creature CR plus 15 or use base creature +10 (whichever is greater), fast healing 5, elemental resistance 5 (all elements).
Spell-like abilities: +10 epic bonus to caster level, add +10 to Saving Throw DC’s (+5 insight, +5 due to higher ability scores). Creature gains greater dispel magic, fly and see invisibility at will. Creatures without a caster level use their hit dice +10.
Saves: Add 10 to all saves (+5 insight, +5 from ability modifiers)
Abilities: Add 10 to all ability scores. (Don't recalculate other values that are based on ability scores).
Skills: +10 to all skills (+5 insight, +5 due to ability modifiers)
Feats: Creature gains three of the following (some may be taken more than once- see feat descriptions): Automatic Quicken Spell, Automatic Quicken Spell-like Ability, Cleave, Combat Reflexes, Dire Charge, Great Cleave, Mobility, Power Attack.
Challenge Rating: Base creature +10

Note regarding special qualities: If a creature already has Damage Resistance, add epic to what is needed to overcome it, but do not otherwise change it. If they have fast healing, increase its value by 5. If they have energy resistance, increase the resistance by 5.


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What do you mean by "double the initiative"? Do you mean double the initiative modifiers? If so, what if it doesn't have any? (i.e. a dex 10 creature)?
 

Cheiromancer said:
What do you mean by "double the initiative"? Do you mean double the initiative modifiers? If so, what if it doesn't have any? (i.e. a dex 10 creature)?
I mean if a creature has a total init of 7 (improved init plus 16 dex), the Epic version has 14.

I know it is not an elegant calculation, but after much experimenting, I came to the conclusion that it would more or less amount to the same thing if you took the time to take into account every number.

For example, the creature gains +10 on dex, which means it gains a +5 on init. If you apply it to the base init, that would make 12. In this case, the Epic version is 14, 2 more. You can infer that this +2 bonus comes from the fact that the critter is, after all, epic.

My goal is to create something more or less balanced, but QUICK to use.
 

After consideration, Cheiromancer, you do raise a good point. If the creature has negative init (-1), than the epic version would have... -2.

I'm changing it to init +5 (to reflect the dex increase of 10).

Thanks !
 

Trainz said:
For example, the creature gains +10 on dex, which means it gains a +5 on init. If you apply it to the base init, that would make 12. In this case, the Epic version is 14, 2 more. You can infer that this +2 bonus comes from the fact that the critter is, after all, epic..
Hmm, I don't like the 14. 12 is much better. Otherwise, you really need to account for that extra +2 with some kind of feat or something. But with the +12, it's much more transparent where the bonus came from. And let's face it, if you can't draw down on somebody with a +12 initiative you probably won't with a +14 either.
 


O.K., for shoots and giggles I have applied my template to a Nalfeshnee, just to see how it would turn out, and if the CR is appropriate:

EPIC NALFESHNEE
Huge Epic Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 14d8+112+525 (700 hp)
Initiative: +6
Speed: 60 ft. (12 squares), fly 80 ft. (poor)
Armor Class: 52 (–2 size, +1 Dex, +18 natural, +25 epic) touch 34, flat-footed 51
Base Attack/Grapple: +39/+54
Attack: Bite +45 melee (2d8+32)
Full Attack: Bite +45 melee (2d8+32) and 2 claws +42 melee (1d8+28)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smite, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good-+6, darkvision 60 ft., immunity to electricity and poison, resistance to acid 15, cold 15, and fire 15, spell resistance 34, telepathy 100 ft., true seeing, fast healing 10
Saves: Fort +31, Ref +24, Will +29
Abilities: Str 35, Dex 23, Con 37, Int 32, Wis 32, Cha 30
Skills:Bluff +32, Concentration +35, Diplomacy +36, Disguise +15 (+17 acting), Hide +20, Intimidate +32, Knowledge (arcana) +33, Listen +41, Move Silently +28, Search +33, Sense Motive +33, Spellcraft +35 (+37 scrolls), Spot +41, Survival +16 (+18 following tracks), Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite), dire charge, automatic quicken spell, automatic quicken spell-like ability
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Challenge Rating: 24
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 15–20 HD (Huge); 21–42 HD (Gargantuan)
Level Adjustment: —
An epic nalfeshnee can fly despite its small wings.
An epic nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.

Combat
When fulfilling their duties in the underworld, epic nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back. An epic nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Smite (Su): Three times per day an epic nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 32 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will—call lightning (DC 23), feeblemind (DC 25), greater dispel magic, slow (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 28). Caster level 22th. The save DCs are Charisma-based.

Summon Demon (Sp): Twice per day an epic nalfeshnee can attempt to summon 10d4 vrocks, 10d4 hezrous, or 1d4 glabrezu with a 50% chance of success, or 1d4 nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Epic Nalfeshnees continuously use true seeing, as the spell (caster level 24th).

Skills: Epic Nalfeshnees have a +8 racial bonus on Listen and Spot checks.

========================================

I especially like how the smite ability turns out. However, I'm afraid that the CR 24 is a tad low...

Whatchall' think ?
 

I was thinking... what kind of bonus should the +25 epic AC bonus be ?

Should it apply to touch attacks ?

Should it apply to incorporeal creatures ?
 


Are you really sure an Epic template is really necessary? I mean, if you want to build a tougher monster, couldn't you do the same thing with the monster advancement rules?
 

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