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Need help with a Paragon template revison
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<blockquote data-quote="shadethief" data-source="post: 5398069" data-attributes="member: 41157"><p>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. </p><p><strong>PARAGON </strong></p><p><strong>Hit Points:</strong> 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</p><p><strong>Speed:</strong> For every 10 HD, increase base movements by 10 ft</p><p><strong>Armor Class:</strong> +1 natural armor per 10 HD</p><p><strong>Immunities:</strong> disease, poison, stunning, sleep, paralysis, </p><p><strong>Keen Senses:</strong> gain darkvision 120’, low-light vision, & a constant True Seeing Effect</p><p><strong>Resistances:</strong> Acid, Cold, Fire, Electricity & Sonic resistance 5 per 10 HD</p><p><strong>Saving Throws:</strong> +1 all saves per 10 HD</p><p><strong>Ability scores: </strong>gain 18 points to distribute amongst all ability scores +1 additional per 10 HD to distribute as desired.</p><p><strong>Feats:</strong> 1 bonus feat per 10 HD</p><p><strong>Skills:</strong> Add Int modifier to all skill checks, +1 all skill checks per 10 HD</p><p><strong>Special Attacks: </strong>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</p><p><strong>Special Qualities</strong></p><p><strong></strong>Gain DR 20/epic. Every 10 HD, can add either 10 ponts to the damage redcution, or choose another descriptor. </p><p>Spell resistance 20 +½ HD +1 per HD</p><p>Fast Healing equal to Con modifier, with an additional +1 per 10 HD</p><p>If the creature possesses a caster level, manifester level, or initiator level, it is increased by 1 per 10 HD. </p><p><strong>Special Abilities:</strong> Every 10 HD, can choose an ability from the following list. Abilities can be chosen multiple times, stacking each time.</p><p> </p><p>+2 to all attributes.</p><p>Gain six bonus feats.</p><p>Double natural armor bonus.</p><p>Grant the equivalent of any armor or weapon special ability with a +5 adjustment, +1 per additional 10 HD, or less adjustment. </p><p>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. </p><p>Gain +1 caster level</p><p>May prepare two additional spells per day per spell level known, to a maximum of 9th level.</p><p>Gains two additional spells known per spell level it can cast, to a maximum of 9th level.</p><p>Gain a single primary natural attack dealing 4d6 points of damage, or two natural primary attacks dealing 2d6 points of damage.</p><p><em>Preternatural Grace:</em> Add Charisma mod to AC, & half of Charisma mod as a resistance bonus to all saves.</p><p>Gain immunity to mind-affecting effects or immunity to a single energy or effect of choice</p><p>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.</p><p><strong>CR: </strong>+8, +1 per 10 HD</p><p><strong>LA: </strong>+5, +2 per 10 HD</p></blockquote><p></p>
[QUOTE="shadethief, post: 5398069, member: 41157"] 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. [B]PARAGON [/B] [B]Hit Points:[/B] 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 [B]Speed:[/B] For every 10 HD, increase base movements by 10 ft [B]Armor Class:[/B] +1 natural armor per 10 HD [B]Immunities:[/B] disease, poison, stunning, sleep, paralysis, [B]Keen Senses:[/B] gain darkvision 120’, low-light vision, & a constant True Seeing Effect [B]Resistances:[/B] Acid, Cold, Fire, Electricity & Sonic resistance 5 per 10 HD [B]Saving Throws:[/B] +1 all saves per 10 HD [B]Ability scores: [/B]gain 18 points to distribute amongst all ability scores +1 additional per 10 HD to distribute as desired. [B]Feats:[/B] 1 bonus feat per 10 HD [B]Skills:[/B] Add Int modifier to all skill checks, +1 all skill checks per 10 HD [B]Special Attacks: [/B]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 [B]Special Qualities [/B]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. [B]Special Abilities:[/B] 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. [I]Preternatural Grace:[/I] 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. [B]CR: [/B]+8, +1 per 10 HD [B]LA: [/B]+5, +2 per 10 HD [/QUOTE]
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