New Template - Phenix

kreynolds

First Post
Here's a new template I whipped up, which is basically a toned down version of the Paragon. I figure this puppy at an ECL of 11 (used Soldarin's ECL Calculator) but I'm not sure if I got it right. Same goes for the CR. Let me know what you think.

PHENIX
Like paragon creatures, phenix creatures are extraordinarily rare, though their existence is not a natural occurrence. Phenix creatures are the result of powerful magical manipulation. Their very being has been suffused with magic, pushing them beyond their constraining physical and mental limitations, elevating them far above the common creature of their type. Their chiseled frames are perfectly fit and clearly show their awesome strength. They are always at least a half a foot taller than their normal counterparts (this does not actually increase their size). Their eyes are intensely sharp and their senses as a whole pick up even the smallest details of their surroundings.
&nbsp&nbsp&nbspThe existence of a phenix can be accidental, such as when a creature is caught within a powerful magical maelstrom, or it can intentional. The later usually occurs when a powerful magic wielder, or deity, requires a champion. However, phenixes can also be created by denizens of the outer planes as well. Celestials are known to create them to champion their causes, while Fiends create them to serve as powerful extensions of their will.

CREATING A PHENIX
“Phenix” 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 phenix creature uses all the base creature’s statistics and special abilities except as noted below.

Hit Die: A phenix creature always has maximum hit points and they gain an additional 12 hit points per HD.
Speed: A phenix creature’s speed doubles, for all movement types.
AC: Phenix creatures gain a +6 insight bonus to AC and a +6 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 phenix creature makes all its attacks with a +13 luck bonus on the attack roll.
Damage: A phenix creature gains a +10 luck bonus on damage rolls for all melee and thrown ranged attacks.
Special Attacks: A phenix creature’s special attacks, if any, all gain a +7 insight bonus, if applicable. For instance, a phenix creature might have a special attack that allows it to put its enemies to sleep if they fail a Will saving throw (DC 15); applying the bonus increases the DC to 22. Likewise, it might have a special ability that allows it to rend; in this case, the +7 insight bonus could be applied as a +7 bonus on damage. The +7 insight bonus may only be applied to a given special ability once. One example of a special attack to which the +7 insight bonus would not apply is the dream haunting ability of the night hag (see the Monster Manual).
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +8 to its caster level to use those abilities. For instance, a creature that uses its spell-like abilities at 10th level uses those abilities at 18th level as a phenix creature. A phenix creature also gains the ability to use dispel magic, haste, and see invisibility once per day, even if it did not have spell-like abilities before, at 8th caster level.
Special Qualities: A phenix creature retains all the special qualities of the base creature and also gains the following.
•&nbsp&nbsp&nbspFire and cold resistance 20. If the creature already possesses such resistance, use whichever is better.
•&nbsp&nbsp&nbspDamage reduction 10/+5. If the creature already possesses damage reduction, use whichever is better.
•&nbsp&nbsp&nbspSpell resistance equal to the phenix creature’s CR + 10. If the creature already possesses spell resistance, use whichever is better.
•&nbsp&nbsp&nbspFast healing 10. If the creature already possesses fast healing, use whichever is better.
Saves: The phenix creature gains a +5 insight bonus on all its saving throws.
Abilities: All ability scores are 7 points higher than those of the base creature.
Skills: The phenix creature gains a +5 competence bonus on all its skill checks.
Feats: Same as the base creature, plus two bonus feats.
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Climate/Terrain: Any land and underground
Organization: Same as the base creature.
Challenge Rating: Up to 6 HD, as the base creature +7; 7 HD to 15 HD, as base creature +6; 16+ HD, as base creature +5.
ECL: Up to 6 HD, as the base creature +11; 7 HD to 15 HD, as base creature +9; 16+ HD, as base creature +7.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.

SAMPLE PHENIX
Here is an example of a phenix creature using an orc (see Monster Manual) as the base creature.

Phenix Orc
Medium-Size Humanoid (Orc)
Hit Dice: 1d8+4+12 (24 hp – always max hit points)
Initiative: +3 (Dex)
Speed: 40 ft. (scale mail); base 60 ft.
AC: 34 (+3 Dex, +5 natural, + 6 insight, +6 luck, +4 scale mail, touch 25, flat-footed 31)
Attacks: Greataxe +19 melee; or javelin +17 ranged
Damage: Greataxe 1d12+17; or javelin 1d6+15
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+5, darkvision 60 ft., fast healing 10, fire/cold resistance 20, light sensitivity, SR 17
Saves: Fort +11, Ref +3, Will +2
Abilities: Str 22, Dex 17, Con 18, Int 16, Wis 15, Cha 15
Skills: Listen +7, Spot +7, all other skill checks +5
Feats: Alertness, Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Gang (2-4); squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 7
ECL: +11
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

EDIT: Changed the SR to be calculated using CR, not hit die.
EDIT: Changed the CR of the Phenix Orc from 5 to 7.
EDIT: The Phenix Orc was listed having fire/cold resistance 10. Changed it to 20, as it's supposed to be.
EDIT: Changed the SR to be CR + 10, not CR + 11.
EDIT: Changed the SR of the Phenix Orc to 17.
 
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Yeek! I'd change the name for my own game; I keep reading "phoenix" misspelled.

I like the idea, though. Paragon is a little extreme, but it'd be neat to have some way to occasionally boost up wussy monsters.
 

SR?

The one obvious criticism is that SR should be based off CR, not HD. The paragon (on which this is clearly modelled) uses CR +10. This is to prevent the frequently large disparities between HD and CR making a difference: the most obvious case is vermin, where a colossal scorpion has 64HD but only CR8. If 'Phenixed', it would take an SR of 75: well out of reach for the 13th level casters likely to be going against it!
 
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Under special qualities you want to say fire and cold resistance 10. Not 20. The example Phenix Orc is ok, though.

Under spell resistance a paragon creature says CR + 10, so the phenix creature should say that too, not CR +11. You should say that SR is equal to the base creature's CR +10, not the phenix creature's CR + 10. Otherwise people might think they are supposed to add the phenix template (increasing the CR) before calculating its SR.

In most places where the paragon creature has +15 you have +8 for the phenix creature. Half as much, rounded up. Except for ability scores; you list +7 instead. Any particular reason?

I'm wondering if a different term could be used instead of phenix. Has "exemplar" been used already? How about "prime"?

I really like this template, btw. It makes critters tough, but not ridiculous like the ELH kinda does. I think I'll try my hand at toning down some of the other creatures found in the ELH- the Infernal, for instance.
 

Cheiromancer said:
Under special qualities you want to say fire and cold resistance 10. Not 20. The example Phenix Orc is ok, though.

Actually, it's supposed to be 20. I'll fix the Orc though.

Cheiromancer said:
Under spell resistance a paragon creature says CR + 10, so the phenix creature should say that too, not CR +11.

Good point. I'll go take care of that.

Cheiromancer said:
You should say that SR is equal to the base creature's CR +10, not the phenix creature's CR + 10. Otherwise people might think they are supposed to add the phenix template (increasing the CR) before calculating its SR.

They are, just like the paragon template. The Paragon says that it has SR equal to the paragon creature's CR + 10, not the base creature's CR + 10.

Cheiromancer said:
In most places where the paragon creature has +15 you have +8 for the phenix creature. Half as much, rounded up. Except for ability scores; you list +7 instead. Any particular reason?

Yes. I was particularly aiming for that CR and ECL, kind of a "sweet spot", if you will.

Cheiromancer said:
I'm wondering if a different term could be used instead of phenix. Has "exemplar" been used already? How about "prime"?

I don't think "exemplar" has been used, but I think someone here already used "prime". Anyways, the meaning behind "phenix" was appropriate for the template. Somewhat less than "perfect", but awefully close. The only reason I didn't call it "pheonix" was because I didn't want it confused with the Pheonix from MMII as some kind of half template.

Cheiromancer said:
I really like this template, btw.

Thanks. :)

Cheiromancer said:
It makes critters tough, but not ridiculous like the ELH kinda does.

Exactly. I love the Paragon template, and even more importantly, I love the concept behind it. It's a bit tough though, and it wasn't appropriate for a game I've got going right now. A bit too nasty. I'm working on another one at the same time, focusing more on "celestial-type" or "divine-champion type" capabilities and less brawn. When it's done, I'll put it up here.
 

kreynolds said:


They are, just like the paragon template. The Paragon says that it has SR equal to the paragon creature's CR + 10, not the base creature's CR + 10.


So the SR should be 17 then, for the phenix orc?

Continuing the idea of "toning down" ELH statistics (from the "epic" to the "heroic") I was wondering what to do in general with epic level damage resistance. I was thinking of halving both sides, rounding up to the nearest multiple of 5 on the left, and up to the nearest whole number on the right.

So a "heroic hecatoncheires" would have 30/+6 DR, a heroic infernal would have 20/+4, a heroic Leshay would have 15/+4 etc., etc.. A few creatures would have extremely high DR, but it would be a lot more normal.

Thoughts?
 

Cheiromancer said:
So the SR should be 17 then, for the phenix orc?

Yes, it should. Thanks. That's what I get for doing 4 things at once. :)

Cheiromancer said:
Continuing the idea of "toning down" ELH statistics (from the "epic" to the "heroic") I was wondering what to do in general with epic level damage resistance. I was thinking of halving both sides, rounding up to the nearest multiple of 5 on the left, and up to the nearest whole number on the right.

So a "heroic hecatoncheires" would have 30/+6 DR, a heroic infernal would have 20/+4, a heroic Leshay would have 15/+4 etc., etc.. A few creatures would have extremely high DR, but it would be a lot more normal.

Thoughts?

That's a tough call. The price gap between a +5 weapon and a +6 weapon is huge.(670,000gp), and reducing the DR values also reduces the necessity for weapons with such an enhancement, which in turn greatly increases the amount of character wealth everyone will have in reserve. Although, I suppose a more powerful version of Sure Striking could be created to make up for that, but you would still be faced with character wealth complications. 670,000gp is a lot of money to throw around. :cool:
 
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