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New FAQ: Polymorph issues solved
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<blockquote data-quote="Voadam" data-source="post: 2727034" data-attributes="member: 2209"><p>Paragon, no change to type. </p><p></p><p>PARAGON CREATURE</p><p>CREATING A PARAGON CREATURE </p><p>“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature). </p><p>The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here. </p><p>HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD. </p><p>Speed: A paragon creature’s speed triples, for all movement types. </p><p>AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better). </p><p>Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. </p><p>Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. </p><p>Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. </p><p>Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level. </p><p>Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following. </p><p>• Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better. </p><p>• Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better. </p><p>• Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher. </p><p>• Fast healing 20. If the creature already possesses fast healing, use whichever is better. </p><p>• A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p>Saves: The paragon creature gains a +10 insight bonus on all its saving throws. </p><p>Abilities: All ability scores are 15 points higher than those of the base creature. </p><p>Skills: The paragon creature gains a +10 competence bonus on all its skill checks. </p><p>Feats: Same as the base creature, plus one bonus feat. </p><p>Climate/Terrain: Any land and underground. </p><p>Organization: Same as the base creature. </p><p>Challenge Rating: As base creature +15.</p><p>Treasure: Standard for a creature of the adjusted CR. </p><p>Alignment: Same as the base creature. </p><p>Advancement: Same as the base creature.</p><p></p><p>Pseudonatural from the epic srd changes you to an extraplanar outsider:</p><p></p><p>CREATING A PSEUDONATURAL CREATURE </p><p>“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). </p><p>Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.</p><p>HD: A pseudonatural creature always has maximum hit points. </p><p>Speed: A pseudonatural creature’s speed doubles, for all movement types. </p><p>AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better. </p><p>Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.</p><p>Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier. </p><p>Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following. </p><p>Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. </p><p>Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. </p><p>Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. </p><p>Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.</p><p>Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following. </p><p>• Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better. </p><p>• Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better. </p><p>• Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.</p><p>• One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has. </p><p>• A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p>Hit Dice Electricity and Acid Resistance Damage Reduction Extra Tentacle Rake Attacks</p><p>1–3 15 5/epic 1</p><p>4–7 20 5/epic 2</p><p>8–11 25 10/epic 3</p><p>12–15 30 10/epic 4</p><p>16–19 35 15/epic 5</p><p>21–24 40 15/epic 6</p><p>each 4 more HD +5 15/epic +1</p><p></p><p>If the creature already has one or more of these special qualities, use the better value. </p><p>Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. </p><p>Saves: Same as the base creature. </p><p>Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. </p><p>Skills: Same as the base creature. </p><p>Feats: Same as the base creature. </p><p>Climate/Terrain: Any land and underground.</p><p>Organization: Same as the base creature. </p><p>Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10 </p><p>Treasure: Same as the base creature. </p><p>Alignment: Same as base creature. </p><p>Advancement: Same as the base creature.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2727034, member: 2209"] Paragon, no change to type. PARAGON CREATURE CREATING A PARAGON CREATURE “Paragon” is a template that can be added to any creature (referred to hereafter as the base creature). The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here. HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD. Speed: A paragon creature’s speed triples, for all movement types. AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better). Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level. Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following. • Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better. • Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better. • Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher. • Fast healing 20. If the creature already possesses fast healing, use whichever is better. • A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Saves: The paragon creature gains a +10 insight bonus on all its saving throws. Abilities: All ability scores are 15 points higher than those of the base creature. Skills: The paragon creature gains a +10 competence bonus on all its skill checks. Feats: Same as the base creature, plus one bonus feat. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: As base creature +15. Treasure: Standard for a creature of the adjusted CR. Alignment: Same as the base creature. Advancement: Same as the base creature. Pseudonatural from the epic srd changes you to an extraplanar outsider: CREATING A PSEUDONATURAL CREATURE “Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. HD: A pseudonatural creature always has maximum hit points. Speed: A pseudonatural creature’s speed doubles, for all movement types. AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better. Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below. Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier. Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following. Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based. Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following. • Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better. • Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better. • Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher. • One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has. • A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Hit Dice Electricity and Acid Resistance Damage Reduction Extra Tentacle Rake Attacks 1–3 15 5/epic 1 4–7 20 5/epic 2 8–11 25 10/epic 3 12–15 30 10/epic 4 16–19 35 15/epic 5 21–24 40 15/epic 6 each 4 more HD +5 15/epic +1 If the creature already has one or more of these special qualities, use the better value. Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. Saves: Same as the base creature. Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. Skills: Same as the base creature. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10 Treasure: Same as the base creature. Alignment: Same as base creature. Advancement: Same as the base creature. [/QUOTE]
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