FleshEatingBlackFlutterby
Explorer
Mr. Satan updated his version of the Paragon and Amidah templates some time ago. Nerfing the paragon template and bringing it more in line with the original. He even left some of his notes on how he calculated their CR/LA values. That's in numerical shorthand and really wouldn't mean much to most. For those familiar with the Challenge Rating Document...Essentially he silver ruled them. I golden rule them myself and reduce them by a further 1/6th. So LA +45 becomes LA +37.5, etc..https://www.enworld.org/threads/paragon-and-amidah-revisions.317975/ The version of Mr.Satan with the addition of the following 3 abilities
Paragon Presence (Ex): The paragon radiate an aura of pure presence (Radius: 25 ft. + 5 ft./2 Hit Dice). All creatures with less than half the paragon HD must make a Will save DC 10 + ½ paragon HD + paragon Charisma modifier or fall unconscious for the overwhelming presence of the paragon for 2 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the paragon Charisma modifier. Once a creature make with success his save, he is immune to the Paragon Presence of that paragon for 1 day. Against unattended abject in the area (like the squares of the floor) Paragon Presence deal 1 damage x HD of the paragon every round which apply only half of the hardness. The paragon can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.
Adaptation (Ex): The paragon gains resistance to Terrestrial Hazards.
Mythic (Ex): The paragon has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. The paragon can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank.
Paragon (Perfect One) (Revised (I.H.:A. (÷6x5)))
Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has its paragons:the strongest, smartest, luckiest, and most powerful of the species. Paragons may represent the mythical First Creature, created in its perfect form by some overdeity, 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. A paragon gains the psionic subtype. Size is unchanged.
Hit Dice:A Paragon uses d20's (Divine Toughness) for Hit Dice and has maximum hit points. 1.4
Speed:All movement speeds are tripled (i.e. x3 (Celerity).). 3.6
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 its Charisma modifier. 1.2
- Luck Bonus (Ex):A paragon gains a +10 luck bonus (see Fortuity). 12
Special Attacks:A paragon retains all the special attacks of the base creature and gains the following:
- Alter Reality (Su):A paragon can (cast/manifest) any 0-9th level (spell/power), as a swift action, at will. A paragon can also combine said (spell/power) w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for greater results. Alternatively, a paragon can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls equal to 9 + the number of Automatic Meta(magic/psionic) Capacity feats it possesses. If its chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its circumstance bonus any round it use Alter Reality for any other purpose. (Caster/Manifester) Level = HD/L + 50 (see Fortuity). The save DC's, if any, are Charisma-based.; NB:If a paragon already has Alter Reality, it gains +1 c.a. (or +6 d.a.). 7.2
Special:If the paragon has Epic (Spellcasting/Manifesting), it can (cast/manifest) any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to the its Spellcraft skill check modifier +20), as a swift action, at will.
If the paragon has Epic Meta(magic/psionic) Capacity, it can also combine any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft skill check modifier +20) w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for greater results.
Alternatively, the paragon can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft DC + 7 + the number of Automatic Meta(magic/psionic) Capacity feats it possesses. If the paragon's chosen to gain a circumstance bonus on all di(e/ce) rolls, the paragon lose its circumstance bonus any round it uses Alter Reality for any other purpose.
Special Qualities:A paragon retains all the special qualities of the base creature and gains the following:
- Adaption (Ex):A paragon is fully capable of adapting to any natural environment, including outer space. It takes no damage from any natural environment. 1.2
- Damage Reduction (Ex):A paragon gains damage reduction 20/cursed and epic. 1.5
- Fast Healing (Ex):A paragon gains fast healing 20/round. 1.5
- Fortuity (Ex):A paragon adds a +10 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. 2.4
- Inner Eye (Ex):A paragon can automatically (no action required) manipulate its fate. For example...The paragon gains the best or worst (its 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 fail..; NB:If a paragon already has Inner Eye, it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):A paragon gains spell and power resistance equal to 10 + Hit Dice + 10 (see Fortuity).
Saves:A paragon gains a +10 luck bonus to all saves (see Fortuity).
Abilities:A paragon gains a +20 bonus to all ability scores. 12
Skills:A Paragon gains a +10 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):A paragon gains maximum ranks in all skills (w/all skills becoming class skills). 2.4
Feats:A paragon gains 2 Bonus Feats. .4
Organization:Any, usually same as the base creature.
Challenge Rating:Same as the base creature +30.
Treasure:Triple standard.
Alignment:Any, usually same as the base creature.
Level Adjustment:Same as the base creature +45.
Amidah (Ultimate One) (Revised (I.H.:A. (÷6x5)))
Creating an Amidah
“Amidah” is a template that can be added to any creature (referred to hereafter as the “base creature”). The Amidah 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. An Amidah gains the psionic subtype. Size is unchanged.
Hit Dice:An Amidah uses d100's (Cosmic Toughness) for Hit Dice and has quadruple (*Cosmic Firmament (x3)) maximum hit points.;*If the Amidah is a deity, the Amidah is treated as if always within their godly realm, regardless of where they manifest.; NB:This Cosmic Firmament ability is the template version of Cosmic Firmament and different from the Cosmic Firmament ability listed under Cosmic Abilities (I.H.:A.). 29
Speed:All movement speeds are centupled (i.e. x100 (Supersonic).). 7.2
Armor Class:An Amidah retains the armor bonuses of the base creature and gains the following:
- Deflection Bonus (Ex):An Amidah gains a deflection bonus equal to its Charisma modifier. 1.2
- Luck Bonus (Ex):An Amidah gains a +50 luck bonus (see Fortuity). 60
Special Attacks:An Amidah retains all the special attacks of the base creature and gains the following:
- Alter Reality (Su):An Amidah can (cast/manifest) any 0-9th level (spell/power), as a swift action, at will. An Amidah can also combine said (spell/power) w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for greater results. Alternatively, an Amidah can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls equal to 9 + the number of Automatic Meta(magic/psionic) Capacity feats it possesses. If its chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its circumstance bonus any round it use Alter Reality for any other purpose. (Caster/Manifester) Level = HD/L + 50 (see Fortuity). The save DC's, if any, are Charisma-based.; NB:If an Amidah already has Alter Reality, it gains +1 c.a. (or +6 d.a.). 7.2
Special:If the Amidah has Epic (Spellcasting/Manifesting), it can (cast/manifest) any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to the its Spellcraft skill check modifier +20), as a swift action, at will.
If the Amidah has Epic Meta(magic/psionic) Capacity, it can also combine any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft skill check modifier +20) w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for greater results.
Alternatively, the Amidah can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft DC + 7 + the number of Automatic Meta(magic/psionic) Capacity feats it possesses. If the Amidah's chosen to gain a circumstance bonus on all di(e/ce) rolls, the Amidah lose its circumstance bonus any round it uses Alter Reality for any other purpose.
- Evil Eye (Su):An Amidah can automatically (no action required) manipulate (no save) the fate of any/all creature(s), location(s), and/or object(s) within Long range (400 ft. (+40 ft./HD/L of the Amidah)) or the range of its divine aura (if any, if greater). For example...The creature(s), location(s), and/or object(s) gain the best or worst (its 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 the target(s) (is a/are) creature(s) and (it/they) opt(s) to fail.
Special:Creatures with the Inner Eye ability can't have their destiny tampered with in this manner. They, however, can no longer manipulate their own fate (as per the benefits of the Inner Eye ability)..; NB:If an Amidah already has Evil Eye, it gains +1 t.a. (or +6 c.a. (or +36 d.a.)). 43.2
Special Qualities:An Amidah retains all the special qualities of the base creature and gains the following:
- Adaption (Ex): An Amidah is fully capable of adapting to any natural environment, including outer space. It takes no damage from any natural environment. 1.2
- Damage Reduction (Ex):An Amidah gains damage reduction 100/cursed and epic. 7.5
- Fast Healing (Ex):An Amidah gains fast healing 100/round. 7.5
- Fortuity (Ex):An Amidah adds a +50 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):An Amidah gains immunity to cold and fire. 2.4
- Inner Eye (Ex):An Amidah can automatically (no action required) manipulate its fate. For example...The Amidah gains the best or worst (its 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 fail..; NB:If an amidah already has Inner Eye, it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):An Amidah gains spell and power resistance equal to 10 + Hit Dice + 50 (see Fortuity).
Saves:An Amidah gains a +50 luck bonus to all saves (see Fortuity).
Abilities:An Amidah gains a +100 bonus to all ability scores. 60
Skills:An Amidah gains a +50 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):An Amidah gains maximum ranks in all skills (w/all skills becoming class skills). 2.4
Feats:An Amidah gains 10 Bonus Feats. 2
Organization:Any, usually same as the base creature.
Challenge Rating:Same as the base creature +132.222.
Treasure:Triple standard.
Alignment:Any, usually same as the base creature.
Level Adjustment:Same as the base creature +198.333.
Last edited: