Paragon and Amidah Revisions

Mr.Satan

First Post
Having gone over the paragon revision I found on here some time ago and the amidah, I've come up with these revisions.

The CR and LA are accurate, just reduced by 1/6th to make the whole greater than the sum of their parts, as advised for immortal templates.

Paragon (Perfect One)

Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has it's paragons: the strongest, smartest, luckiest, and most powerful of the species. Paragons may represent the mythical First Creature, created in it's perfect form by some creator deity, or perhaps the evolutionary endpoint of a race after thousands of years of steady improvement. Sometimes, paragons just spring up accidentally, when all the factors are right.

Creating a Paragon

“Paragon” is a template that can be added to any creature (referred to hereafter as the “base creature”).

The paragon uses all the base creature’s statistics and special abilities, except, as noted here.

Size and Type: Animals and vermin become magical beasts. Otherwise, Type is unchanged. Size is unchanged.

Hit Dice: A paragon uses d20's for Hit Dice and has maximum hit points.

Speed: All movement speeds are tripled.

Armor Class: A paragon retains the armor bonuses of the base creature and gains the following:

- Deflection Bonus (Ex): A paragon gains a deflection bonus equal to it's Charisma modifier.

- Luck Bonus (Ex): A paragon gains a +30 luck bonus (see Fortuity).

Special Attacks: A paragon retains all the special attacks of the base creature and gains the following:

- Spell-Like Abilities (Sp): At will - limited wish. Caster Level = Hit Dice + 30 (see Fortuity). The save DC is Charisma-based.

Special Qualities: A paragon retains all the special qualities of the base creature and gains the following:

- Damage Reduction (Ex): A paragon gains damage reduction 75/cursed and epic.

- Fast Healing (Ex): A paragon gains fast healing 50/round.

- Fortuity (Ex): A paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, turning checks); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; and turn resistance (if applicable).

- Immunity (Ex): A paragon gains immunity to cold and fire.

- Inner Eye (Ex): A paragon can automatically (no action required) manipulate it's fate. For example...The paragon gains the best or worst (it's choice) results on all dice rolls. However, a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it opts to automatically fail.

- Spell Resistance (Ex): A paragon gains spell resistance equal to 10 + Hit Dice + 30 (see Fortuity).

Saves: A paragon gains a +30 luck bonus to all saves (see Fortuity).

Abilities: A paragon gains a +37 bonus to all ability scores.

- Maven (Ex): A paragon has mastered many skills. It gains maximum ranks in all it's class skills and half it's maximum in all cross class skills.

Feats: A paragon gains 5 bonus feats.

Organization: Any, usually same as the base creature.

Challenge Rating: Same as the base creature +59.

Treasure: Double standard.

Alignment: Any, usually same as the base creature.

Level Adjustment: Same as the base creature +88.


Amidah (Ultimate One)

The Amidah, ultimate one, paragon of paragons.

Creating an Amidah

“Amidah” is an acquired or inherited template that can be added to any paragon or immortal creature (referred to hereafter as the base creature). The amidah template replaces the paragon template.

The amidah uses all the base creatures statistics and special abilities except as noted here.

Size and Type: Animals and vermin become magical beasts. Otherwise, Type is unchanged. Size is unchanged.

Hit Dice: The amidah uses d100's for Hit Dice and has maximum hit points.

Speed: All movement speeds are decupled or 1 supersonic (6,756 ft. = 1,351.2 squares), whichever is greater.

1 This is identical to the Supersonic cosmic ability.

Armor Class: The amidah retains the armor bonuses of the base creature and gains the following:

- Deflection Bonus (Ex): The amidah gains a deflection bonus equal to it's Charisma modifier.

- Luck Bonus (Ex): The amidah gains a +60 luck bonus (see Fortuity).

Special Attacks: The amidah retains the special attacks of the base creature and gains the following:

- Alter Reality (Su): The amidah can use any 0-9th level spell or any epic level spell of a DC equal to it's Spellcraft check +20 at will as a swift action. The amidah can also combine Automatic Metamagic Capacity epic feats (to increase the effective level of the spell for greater results). Additionally it can use Alter Reality to give itself a circumstance bonus on all dice rolls equal to 10 + the number of Automatic Metamagic Capacity feats it possesses. But it loses this circumstance bonus any round it use the Alter Reality for any other purpose. Caster Level = Hit Dice +60 (see Fortuity). The save DCs (if any) are Charisma-based.

- Evil Eye (Su): The amidah can automatically (no action required) manipulate the fate (Radius: 400 ft. + 40 ft./Hit Dice; no save) of any/all creatures it can sense. For example...The amidah's allies gain the best results on all dice rolls, while it's enemies gain the worst results on all dice rolls. However, a natural “20” is not an automatic success and a natural "1" is only an automatic failure if they opt to automatically fail. Evil Eye counters Evil Eye and Inner Eye, causing creatures affected by either to gain normal results on all dice rolls.

Special Qualities: The amidah retains all the special qualities of the base creature and gains the following:

- Damage Reduction (Ex): The amidah gains damage reduction 150/cursed and epic.

- Fast Healing (Ex): The amidah gains fast healing 100/round.

- Immunities (Ex): The amidah gains immunity to cold and fire.

- Inner Eye (Ex): The amidah can automatically (no action required) manipulate it's fate. For example...The amidah gains the best or worst (it's choice) results on all dice rolls. However, a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it opts to automatically fail.

- Fortuity (Ex): The amidah adds a +60 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, turning checks); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; and turn resistance (if applicable).

- Spell Resistance (Ex): The amidah gains spell resistance equal to 10 + Hit Dice + 60 (see Fortuity).

Saves: The amidah gains a +60 luck bonus to all saves (see Fortuity).

Abilities: The amidah gains a +75 bonus to all ability scores.

- Maven (Ex): The amidah has mastered many skills. It gains maximum ranks in all it's class skills and half it's maximum in all cross class skills.

- Omnicompetent (Ex): The amidah knows all skills. All skills become class skills for it.

Feats: The amidah gains 10 bonus feats.

Organization: Any, usually same as the base creature.

Challenge Rating: Same as the base creature +152.

Treasure: Quadruple standard.

Alignment: Any, usually same as the base creature.

Level Adjustment: Same as the base creature +229.
 
Last edited:

log in or register to remove this ad


Mr.Satan

First Post
I recalculated the Paragon's CR and LA. It's accurate now. Then I tidied it up and cleaned up the text a bit. That didn't require much effort really.

Then I worked on the Amidah...adding the Transcendental version of Evil Eye (as per the sidereal templates) as well as Alter Reality and Inner Eye, then recalculated it's CR and LA.

The amidah packs more of a punch now and the templates mesh nicely. I'm currently playtesting them and they're working quite well.

They both seem very Fate or destiny oriented, which is perfect thematically.
 

Mr.Satan

First Post
I just edited Inner Eye, because there are moments in which having the worst possible die rolls might actually be a good thing. Especially if training and trying to stack the deck against yourself. ...or during gambling...when sharking the Hell out of someone by setting them up for a bigger loss.
 
Last edited:

Remove ads

Top