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.
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.
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.
   The 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.
•   Fire and cold resistance 20. If the creature already possesses such resistance, use whichever is better.
•   Damage reduction 10/+5. If the creature already possesses damage reduction, use whichever is better.
•   Spell resistance equal to the phenix creature’s CR + 10. If the creature already possesses spell resistance, use whichever is better.
•   Fast 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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