Epic Template (Revised)

The monster advancement rules take too long to apply. If you want a variety of critters, like when you create a low-level game, you need something quick.

The above Shnee took me a minute to make. If you apply the monster advancement rules, it's going to take 15 minutes. If you have 8 different critters in a dungeon, that's two hours, JUST to have the proper beasts.

Also, The monster advancment rules don't crank-up the CR of the monster that much.

Believe you me, I have been pondering all this for a while now for my Epic game.

When you have, lets say, a parrty of four 36'ers, there are just so many Athropals you can throw at your PC's before one goes:"Oh look, ANOTHER aborted deity..."
 

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Piratecat said:
I like it. Handy, fast and cool... although I'd change out the feats every few monsters. :)
Yeah. Not a bad idea.

Do you think the CR +10 adjustment is O.K. ? I slightly feel that it could be a tad higher (12), waddaya think ?
 


Piratecat said:
You've got me. I'd have to playtest it. Seems a bit low; if you slapped this on a kobold or a troll, how would he hold up?
Well lets see...

Epic Kobold, 1st-Level Warrior
Small Humanoid (Reptilian)
Hit Dice: 1d8+12 (16 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 40
Base Attack/Grapple: +26/19
Attack: Spear +26 melee (1d6+24/x3) or sling +3 ranged (1d3+24)
Full Attack: Spear +26 melee (1d6+24/x3) or sling +3 ranged (1d3+24)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity, Damage reduction 10/+6, elemental resistance 10, spell resistance 20, fast healing 10
Saves: Fort +16, Ref +15, Will +13
Abilities: Str 19, Dex 23, Con 20, Int 20, Wis 19, Cha 18
Skills: Craft (trapmaking) +12, Hide +16, Listen +12, Move Silently +12,
Profession (miner) +12, Search +12, Spot +12
Feats: Alertness, dire charge
Environment: Temperate forests
Challenge Rating: 7 (because base CR is ¼ ?) or 10…
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0

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

Obviously, the hit points are WAY too low, although that's one hard to hit critter... what should I do ?

And the CR. CR 7 (calculated from CR 1/4) or 10 (which would be a minimum for that template) ?
 
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OK... compared to another CR 10 critter, the Fire Giant, the Epic Kobold is... well lets see:

Obviously, I have to fix the hit-points...

Epic Kobold has WAY better AC.

Damage output wise, they are kinda even:
Epic Kobold: Full Attack: Spear +26 melee (1d6+24/x3)
Fire Giant: Full Attack: Greatsword +20/+15/+10 melee (3d6+15/19+)

Epic Kobold: Damage reduction 10/+6, elemental resistance 10, spell resistance 20, fast healing 10, dire charge.
Giant: Fire immunity

The Epic Kobold has WAY better Special Qualities.

In light of all this, I think I'll give my template a CR +12, and a minimum of 100 hit-points.

Even then, a 12th level party will hit the Epic Kobold on a natural 20 only, and substract 10 from their damage output. And it has fast healing 10, so it will probably be back to full health soon. Its SR of 20 is quite passable for a 12th level caster, but it has elemental immunity 10. The kobold dishes out good damage, and will mostly always hit.

So... TPK ?

How should I adjust the CR ? Or maybe I should adjust the template's AC bonus ?

What dooyoo think ?
 
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How about for hp instead just add 'epic hd'?

Give them 10 extra epic hd, d12, best bab, all good saves, 8 skill points/hd, all nonexclusive skills.

so this yields 10d12 +10xconmod (avg 65 + 10xconmod), +10BAB, +7 to all saves, 80 skill points

it'd be fast and dirty, but clean up a few of the edging issues. The bab is already covered, the saves are as well, and if the creature has at least 8 different skills ignore the skill points, if they have less then give them a few skills at +20 (such as spot and listen) to make up for it. Easy, and nearly perfect ;)

Also, for initiative. How about +5 or doubles whichever is higher? this makes sure there is always a benefit, and for creatures who already had a big one they will keep their lead.

I think the adjustments for stats should still be made though, not sure if they were glossed over and ignored above.

As for the 25 epic AC. I'd have to say that at least 18 of it should count for touch, but to make it easy just say 15 touch probably ;)

Try this stuff out on your kobold? see how he goes.
 

Trainz said:
Epic Template:

Hit Points: Multiply hit points by 4
Initiative: Add 5 to base creature initiative
Speed: Double the movement
AC: add 25 (epic bonus, always active)
Base attack: add 25 (epic bonus)
Full attack: add 25 to attack and damage rolls (epic bonus)
Special attacks: +10 insight bonus on base creature special attacks (for example on target Saving Throw DC, or on damage done by special attack)
Special qualities: Base creature plus DR 10/+6, spell resistance equals base creature CR plus 20 or use base creature (whichever is greater), fast healing 10, elemental resistance 5 (all elements).
Spell-like abilities: +10 on caster level, add 5 on target Saving Throw DC’s.
Saves: Add 14 to all saves (epic bonus)
Abilities: Add 10 to all ability scores. DO NOT APPLY ABILITY MODIFIERS TO THE REST OF THE TEMPLATE’S PARAMETERS. THESE HAVE ALREADY BEEN TAKEN INTO ACCOUNT WITH THE PREVIOUS MODIFICATIONS.
Skills: Add 10 to all skills
Feats: Creature gains Dire Charge, Automatic Quicken Spell, and Automatic Quicken Spell-like ability.
Challenge Rating: Base creature +10

Ok. First, let's look at hit points. Instead of quadrupling them, double them and add 100. This way even the weakest epic creature won't get killed instantly. And big creatures will still have an impressive number of hit points.

Make initiative +10. (+5 dex, +5 insight) They get at least +5 from their increased dexterity, let's give them a little more.

Armor Class. 25 is too much if the CR is only going up by 10. A fighter 10 levels higher will have a +10 BAB, probably another +2 on his weapon, and +2 on his strength... let's say +5 dex, +5 insight, +5 natural armor (or deflection for incorporeal creatures, since they shouldn't have natural armor). This way the AC goes up 15 to challenge the fighter, but the wizard still is not totally outclassed- he still has a chance to hit it with touch attacks.

BAB. Stays the same (cause hit dice haven't changed) but it does get a bonus. Let's say +5 strength, +10 luck. Damage gets a +5 strength, +10 luck bonus too.

Special attacks: +10 is ok. In ten levels someone's good saving throw will have increased by +5 (+3 for the poor one) and ability boosts and magical protection will help make up the rest. +5 of the increase will be due to the epic creature's higher ability score (usually Constitution or Charisma), the other +5 will be a luck bonus. I would just double the damage done by a special attack. Do you really want an epic wight to drain 11 levels per hit?

Special qualities: A bit heavy. How about 5/epic and fast healing 5? Spell resistance might be too low. A creature that has spell resistance should get a +10 bonus.

Spell-like abilities: Should be the same as the bonus to the special attack. +10, not +5. Give them greater dispel magic, fly and see invisibility if they don't have them already. Caster level is their hit dice +10, or their caster level +10, which ever is higher.

Saves: Probably too high. 10 levels later, PC wizards will have spells 5 levels higher, and will have higher ability bonuses, but the DCs of their best spells won't have increased by +14. Give them a +5 insight bonus to saves, and the other +5 comes from higher Constitution, Dexterity or Wisdom.

Abilities: Don't shout at your readers!

Skills: They'll get +5 from higher ability scores. Give a +10 insight bonus, too. (Characters will have 10 more ranks in their maxed-out skills, higher ability scores, and may have magic items. A total bonus of +15 should keep the epic creature roughly in line).

Feats: Automatic Quicken Spell works on 1st to 3rd level spells- it can be taken three times to work on all spells. I assume Automatic Quicken Spell-like Ability works the same way? It wouldn't hurt to note that a monster could take multiples of one or the other. I suspect spell-like abilities are much more common than spells, and so they would take that feat twice (and so get 1st to 6th level spells quickened.) Maybe even three times.

Dire Charge is good. Combative creatures might benefit from Combat Reflexes and Mobility. Power Attack, Cleave and Great Cleave are also good choices.

In other words, say something like this:

Feats: Epic creatures choose three of the following feats, provided the meet the feat pre-requisites. Some feats may be taken more than once (see feat description): Automatic Quicken Spell, Automatic Quicken Spell-like Ability, Cleave, Combat Reflexes, Dire Charge, Great Cleave, Mobility, Power Attack.

So, if you accept all these suggestions, you'd get something like the following:

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 20 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: +15 to all skills (+10 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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Cheiromancer said:
W.O.W. :eek:

I don't know how to thank you. That's exactly what I needed. Someone comfortable with the rules enough to do the number crunching. I didn't expect that much.

Owh man... thanks !

O.K. Lets apply this baby to Meepo, shall we:

arisen.jpg

Epic Meepo

Epic Kobold, 1st-Level Warrior
Small Humanoid (Reptilian)
Hit Dice: (1d8x2)+100 (109 hp)
Initiative: +11
Speed: 60 ft. (12 squares)
Armor Class: 30 (flat footed 24, touch 22)
Base Attack/Grapple: +1/+14
Attack: Spear +16 melee (1d6+14/x3) or sling +18 ranged (1d3+14)
Full Attack: Spear +16 melee (1d6+14/x3) or sling +18 ranged (1d3+14)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity, Damage reduction 5/epic, elemental resistance 5, spell resistance 15, fast healing 5, greater dispel magic, fly and see invisibility at will (caster level 11)
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 19, Dex 23, Con 20, Int 20, Wis 19, Cha 18
Skills: Craft (trapmaking) +12, Hide +16, Listen +12, Move Silently +12,
Profession (miner) +12, Search +12, Spot +12
Feats: Alertness, Combat reflexes, Mobility, Power attack
Environment: Temperate forests or Nine Hells (Baator)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class


How does that look ? CR 10 ? Or CR 8 if we start from 1/4 ? Note that the damage output isn't that great...
 
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I'm sorry man, but I still got a problem with this. I mean, an epic-level threat that's only a 1st level warrior? I understand your point about it taking longer to advance a monster or add character levels (I'd probably do a little of both), but I think it's worth it to make NPCs and monsters that at least make sense according to the rules.

What's the mechanism whereby this guy gets his "epic" template? Is it a bloodline? Just add half-fiend or something. Is he an exceptional member of the species? Make him a paragon. Just a really experienced dude? Add fighter levels. Otherwise you are going to have some players wondering what the hell kinda steroids the local kobolds are on, and where they can score some themselves...
 
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