Custom template for bosses ^^


Homebrew and House Rules


Hi ^^
I would like opinions about a template I am making ;)
Mainly from a game balance standpoint, not if i should make it :P

Elite (CR +1)
Creatures with the elite template are more resistant and more powerful than their ordinary cousins.
- Challenge Rating: +1.
- Hit Dice: The creature has maximum hit points per HD.
- Feats: An elite creature gains Toughness as a bonus feat, if it already had this feat its effects are doubled.
- Special Qualities: An elite creature gains the following special qualities.
-- Bloodied (Ex)
An elite creature is considered bloodied when its hit points reach half their starting value, when this happens its other special abilities become more powerful.
An elite creature stays bloodied until the end of the combat even if its healed back to more than half its hit points.
-- Multiple actions (Ex)
An elite creature can take an additional standard or move action per turn, this action is taken at half her initiative value and can't be used to move, cast a spell or use a spell-like ability.
When bloodied an elite creature can instead take a full turn of actions at half her initiative value, this does not count as a new turn for capacity or effect that happens at every creature turn.
-- Improved saves (Su)
An elite creature can reroll one failed save each turn, in addition if the elite creature is under an ongoing spell effect she can attempt a new save against the initial DC for that spell effect every round as a standard action.
When bloodied an elite creature can instead succeed in one failed save each turn, and can still try to break free of a spell effect as noted above.
-- Resilience (Su)
When bloodied an elite creature gains fast healing HD/2 (minimum 1).


Having problems with your players plowing through bad guys huh?

So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.


I'd rather base it on the Advanced Template and leave it kinda simple. Basically you have too much in one template.

Elite template +1 CR
Requirement: Advanced template.
> Quick Rules: +1 on all rolls (including damage rolls) and special ability DCs; +3 to AC and CMD; +1 hp/HD; Gain one combat feat or Evasion(Ex). Understand what (me, you, no, good, bad, big, little, ate, want) in common mean. Add a usable weapon, armor, or (consumable) magic item of resultant 500*CR gp (commonly mwk armor/barding and possibly +1 enhancement or more).
> Rebuild Rules: AC: +2 natural armor. Ability Scores: +2 to all. Note: creatures that gain a 3 or higher Intelligence score do not gain sentience and remain animals or their type and may only gain tricks and the simple understanding of up to (3*INT) words in sylvan, common, or the trainer's language. See Dolch word list from primer to first grade for word examples. Feats: Gain one combat feat or Evasion(Ex). Equipment: The creature gains a usable weapon, armor, or magic item(s) using the new creature's CR of 500*CR gp in total value. The creature may have: up to 3 Wands which may have 6 to 25 changes with 15 being the average; up to 4 Scrolls which may have up to 4 of the same spell each; up to 4 magical Potions. The creature must be able to use the gained equipment as it does not gain a proficiency, spell list, or skills directly from this template. Creatures do not gain size due to this template.

In addition add a feat Greater Toughness(general), req:toughness or regeneration. Add +1 HP per HD and an effective +2 (natural, profane, or sacred) Con for determining death or stabilizing.


TxSam88 wrote:

Having problems with your players plowing through bad guys huh?

So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.

Why would it be way more than +1, 2 of the same monster is CR +2 and that template is weaker than that so at most it would be CR +2.


Azothath wrote:

I'd rather base it on the Advanced Template and leave it kinda simple. Basically you have too much in one template.

Elite template +1 CR
Requirement: Advanced template.
> Quick Rules: +1 on all rolls (including damage rolls) and special ability DCs; +3 to AC and CMD; +1 hp/HD; Gain one combat feat or Evasion(Ex). Understand what (me, you, no, good, bad, big, little, ate, want) in common mean. Add a usable weapon, armor, or (consumable) magic item of resultant 500*CR gp (commonly mwk armor/barding and possibly +1 enhancement or more).
> Rebuild Rules: AC: +2 natural armor. Ability Scores: +2 to all. Note: creatures that gain a 3 or higher Intelligence score do not gain sentience and remain animals or their type and may only gain tricks and the simple understanding of up to (3*INT) words in sylvan, common, or the trainer's language. See Dolch word list from primer to first grade for word examples. Feats: Gain one combat feat or Evasion(Ex). Equipment: The creature gains a usable weapon, armor, or magic item(s) using the new creature's CR of 500*CR gp in total value. The creature may have: up to 3 Wands which may have 6 to 25 changes with 15 being the average; up to 4 Scrolls which may have up to 4 of the same spell each; up to 4 magical Potions. The creature must be able to use the gained equipment as it does not gain a proficiency, spell list, or skills directly from this template. Creatures do not gain size due to this template.

In addition add a feat Greater Toughness(general), req:toughness or regeneration. Add +1 HP per HD and an effective +2 (natural, profane, or sacred) Con for determining death or stabilizing.

I do think my template is simpler as it does not alter any roll or score of the base creature...


Azothath wrote:

I'd rather base it on the Advanced Template and leave it kinda simple. Basically you have too much in one template.

Elite template +1 CR
Requirement: Advanced template.
> Quick Rules: +1 on all rolls (including damage rolls) and special ability DCs; +3 to AC and CMD; +1 hp/HD; Gain one combat feat or Evasion(Ex). Understand what (me, you, no, good, bad, big, little, ate, want) in common mean. Add a usable weapon, armor, or (consumable) magic item of resultant 500*CR gp (commonly mwk armor/barding and possibly +1 enhancement or more).
> Rebuild Rules: AC: +2 natural armor. Ability Scores: +2 to all. Note: creatures that gain a 3 or higher Intelligence score do not gain sentience and remain animals or their type and may only gain tricks and the simple understanding of up to (3*INT) words in sylvan, common, or the trainer's language. See Dolch word list from primer to first grade for word examples. Feats: Gain one combat feat or Evasion(Ex). Equipment: The creature gains a usable weapon, armor, or magic item(s) using the new creature's CR of 500*CR gp in total value. The creature may have: up to 3 Wands which may have 6 to 25 changes with 15 being the average; up to 4 Scrolls which may have up to 4 of the same spell each; up to 4 magical Potions. The creature must be able to use the gained equipment as it does not gain a proficiency, spell list, or skills directly from this template. Creatures do not gain size due to this template.

In addition add a feat Greater Toughness(general), req:toughness or regeneration. Add +1 HP per HD and an effective +2 (natural, profane, or sacred) Con for determining death or stabilizing.

In addition this does not counter act a bit of the action economy by giving more actions to the boss.

If i were to use an existing template i would rather use the Agile mythic creature simple template.


Doogy wrote:

In addition this does not counter act a bit of the action economy by giving more actions to the boss.

If i were to use an existing template i would rather use the Agile mythic creature simple template.

in that case use the Agile (MR 1, CR +1) template as "mythic" signals what you've done and keeps you near RAW.


Azothath wrote:
Doogy wrote:

In addition this does not counter act a bit of the action economy by giving more actions to the boss.

If i were to use an existing template i would rather use the Agile mythic creature simple template.
in that case use the Agile (MR 1, CR +1) template as "mythic" signals what you've done, requires a mythic level, and keeps you near RAW.

Thanks for your advice but as stated in my post I am not looking for "don't do it" type of advice but opinions and advice on the balance of the template ;)


Doogy wrote:
Thanks for your advice but as stated in my post I am not looking for "don't do it" type of advice but opinions and advice on the balance of the template ;)

Your template is not balanced, not even close. since you insist


Azothath wrote:
Doogy wrote:
Thanks for your advice but as stated in my post I am not looking for "don't do it" type of advice but opinions and advice on the balance of the template ;)
Your template is not balanced, not even close. since you insist

Thanks for your well argumented feedback :)


I like it initially, but I agree that it is too powerful as written.
I am fine with the max hit points, presumably the elite array of ability scores, the Toughness bonus feat, and being bloodied. The issues I have, and these are only opinions, you can disagree and they may or may not work better in some campaign other than yours, begin at the Special Abilities part.

Extra actions:
------------------------------------------
The extra move or standard when not bloodied I would probably restrict to a move action. I would allow them to actually move if they didn't move or 5-foot step on their normal initiative. This would let a boss drop and change weapons, or sheathe a weapon in preparation for drawing and attacking on their normal initiative, or let them pull a wand or potion in preparation for drinking (and I think it would open tactics for players, since they can see this and ready actions or actually take sunder attempts before the boss can use them). The ability to move if they hadn't already would still be tactically strong for the boss.

I would then give them the option to take a standard if bloodied. I would feel a bit more comfortable with this than a full-round of actions, baring in mind the restrictions that you can't cast a spell or use SLAs. For the most part, this is basically an attack, but allowing a full attack action potentially twice is really powerful. Just a dire tiger alone or some creature with 3 or more natural attacks is nasty enough without giving them six, all potentially before a character can move if they rolled low on initiative and the boss was high enough that half initiative is still faster.
-----------------------------------------------


Bonus saves:
-----------------------------------------
I can see allowing the free reroll on a failed save once per round, that's very powerful, but I can see it being acceptable. The free attempt to break free is also maaaybe okay, since it costs a standard action. The issue I have is that you've given them a free standard action every round, even when not bloodied.

I don't like what that does for players trying to use their abilities or spells and not only having to hope you roll poorly twice (since bosses generally have good saves unless you know which is their weak one, if any), but also now the boss can break free halfway through the round before any other PCs can benefit (since the free action isn't casting a spell, moving, or other restricted). The fact that it isn't even used unless it's a failure, not even having to be used before the roll is made, makes it even better.

It makes players not want to bother with things like hold person or other all or nothing effects, because the odds become dramatically lower to succeed, and if you do manage to beat the boss through good fortune, they just shrug it off with nothing to show for it. This also basically assures that bosses now take half damage from Reflex spells (or none if they have evasion or it's a 'save negates' spell. It will restrict casters to just using using magic missiles or only rays and such with no saves.

Maybe that's not truly egregious, but when paired with max hit points, bonus hit points from Toughness, and then free Fast Healing, cutting damaging spells to half or no damage is not a good combination for balance with a template. I get that might be great for one specific boss creature to do that, but not every one that can get a template.

This is only compounded, in my opinion, with the bloodied aspect. Now they can auto-succeed. If they fail two rolls against any ongoing effect, they auto-shrug it off by using their free action at half-initiative, not even a roll.

Just give them an inherent bonus of +1 or +2 to all their saves for being Elite. They can still fail, they can still roll a 1, but at least you aren't hamstringing a whole section of PC classes. Yes, a save-or-die spell can still end your boss fight, but that happens.

At bloodied, give them one reroll per round, called out before rolling and seeing the results. Or give them the break-free chance. Only my opinion.
-------------------------------------------------


Resilience:
----------------------------------------
I am not a fan of gaining fast healing. The benefits vary based on HD, which is okay, but let's say a dire tiger (14 HD) is getting 7 hit points per turn after you get it to half health (about 50 hit points). That might not be a lot of damage for what a ECL 7 or 8 party might be dealing per round (since the boss dire tiger would be CR 9). But you've also stated that once bloodied, it stays blooded for the encounter.

So now it doesn't just heal up half hit points (and maybe a little more for overlap), it can go all the way back to full health. Healing up any round you don't damage it equal to its fast healing (in which case you make no progress unless you do more). That's not the main issue, because there are creatures with fast healing all the time and that's how it works, but this it makes it where a boss can just back off, not leaving the encounter and free heal, not even having to use a potion or get healed by minions, they can, and it's bonus for them.

Then the PCs knock him unconscious and he gets up, and they hit him, and he gets up. Sure, they can kill him, but maybe they need him alive, so they have to tie him up, or just constantly beat him unconscious the whole time. Again, that's how you'd have to deal with any creature with fast healing, but we're presuming this is just a free ability that kicks in and then doesn't end for the whole encounter (I guess the GM could say the encounter ends when he drops unconscious, but that seems a bit flimsy to not allow someone to be healing, especially at a time when it really would be needed).

And there's also the issue that it does nothing for boss creatures that already have fast healing. It doesn't stack.

That said, I would prefer a one time effect, possibly a swift or other action. Maybe after being blooded, they get a once per encounter ability that allows them to convert half their damage (or an amount based on HD) to non-lethal or temporary hit points. Some creatures, like undead, would be immune to non-lethal, so it would help them. But for most living bosses, the loss of hit point damage would still benefit them, but the players wouldn't risk going all the way back to square one with an evasive boss. They would have a good chance of still knocking him out, rather than killing him, since he'd have some non-lethal damage, but if the boss steps back and gets healed by items or minions, that non-lethal will come off in equal amounts to the healing of the hit point damage. So that's still a strong plus, in my opinion.
---------------------------------------

I agree this would be a CR+2 increase at least as written, and I think some of the abilities need tweaking. But I'm just one person.


Doogy wrote:
TxSam88 wrote:

Having problems with your players plowing through bad guys huh?

So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.

Why would it be way more than +1, 2 of the same monster is CR +2 and that template is weaker than that so at most it would be CR +2.

that's not how CR works for a single monster.

this would be at Least a CR+2, if not a CR+3 for any monster.

the max hit points and toughness are no big deal, we do that as standard play anyway, but that alone would be a CR+1 boost.

it's the extra actions, reroll saving throws, and the auto succeed on a save that puts it over the top.

Most spells which allow a save will fail anyway, there's no real need to enhance this effect.


TxSam88 wrote:

that's not how CR works for a single monster.

I disagree, an encounter with a CR 4 monster is CR 4, an encounter with 2 CR 4 monsters is CR 6, an encounter with a CR 6 monster is CR 6 so it's stands that a CR 6 monster must be as tough as 2 CR 4 monsters and a template that would make a CR 4 monster as tough as a 2 CR 4 monsters would be CR +2.

TxSam88 wrote:

the max hit points and toughness are no big deal, we do that as standard play anyway, but that alone would be a CR+1 boost.

A CR 1 creature is supposed to deplete about a quarter of the resources of a party of four level 1 PCs so 1 CR is roughly 1 level in raw power.

And a feat and a few hp is hardly equivalent to 1 level of power.

Pizza Lord wrote:

I like it initially, but I agree that it is too powerful as written.

Thanks and after reading your post i do agree a bit:

Extra actions. I agree that i went a bit too far so i decided to remove the standard action by default.
Imroved saves. Indeed the automatic success was in poor taste, i changed it too.
Resilience. Completely removed.
Here is the updated version, what do you think:
Quote:

Elite (CR +1)

Creatures with the elite template are more resistant and more powerful than their ordinary cousins.
- Challenge Rating: +1.
- Hit Dice: The creature has maximum hit points per HD.
- Feats: An elite creature gains Toughness as a bonus feat, if it already had this feat its effects are doubled.
- Special Qualities: An elite creature gains the following special qualities.
-- Bloodied (Ex)
An elite creature is considered bloodied when its hit points reach half their starting value, when this happens its other special abilities become more powerful.
An elite creature stays bloodied until death or being fully healed.
-- Multiple actions (Ex)
When bloodied an elite creature gets two turns each round, one on its initiative count and another on its initiative count divided by 2. For example, if the monster’s initiative is 23, on its first turn it could make a full attack (and take a 5-foot step) at initiative 23, and on its second turn at initiative 11 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the elite creature’s round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.
-- Improved saves (Su)
An elite creature can reroll one failed save each turn, in addition if the elite creature is under an ongoing spell effect she can attempt a new save against the initial DC for that spell effect every round as a standard action.
When bloodied an elite creature can instead reroll any failed save and can still try to break free of a spell effect as noted above.


Doogy wrote:


Here is the updated version, what do you think:

If it's just for you, obviously you don't have to worry about the wording. If I was editing, I would have some questions.

Quote:

-- Bloodied (Ex)

An elite creature is considered bloodied when its hit points reach half their starting value, ...

What do you mean by starting value? Do you just mean half their max hit points? Then say that.

Quote:
An elite creature stays bloodied until death or being fully healed.

There's probably some way this could get abused, if they can just keep themselves from getting fully healed and always get the benefits. Why not just say for the duration of the encounter? Or for the encounter, plus one minute or a number of minutes equal to Con modifier (minimum 1). Not saying it has to be those, but something not based on them being dead or not fully healed.

Quote:

-- Multiple actions (Ex)

When bloodied an elite creature gets two turns each round, one on its initiative count and another on its initiative count divided by 2. For example, if the monster’s initiative is 23, on its first turn it could make a full attack (and take a 5-foot step) at initiative 23, and on its second turn at initiative 11 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the elite creature’s round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.

Uhhhh, this sounds way more complicated now than it was earlier. Also, this is now just two full turns as far as I can read. It looks exactly like Dual Initiative, which is a mythic ability.

Plus, instead of the –20 initiative (which could put the creature into negative initiative, which is fine, yours is just half. So it's almost better for a creature to have a low initiative, because then they get to rapid fire with even less chance of interruption. For example, if they go on 20, they go again on 10, some PCs might get a few shots in between those full turns. If they got a 4 on their initiative, they go again on 2, which is unlikely to have anyone else slipped in between.

I think that's just too powerful (the actions, not just the half thing). Restrict it to an action (a restricted action mind you, where it couldn't be an attack or a spell or SLA), then I might agree.

Not that you need me to, this is just my opinion.


Pizza Lord wrote:


Uhhhh, this sounds way more complicated now than it was earlier. Also, this is now just two full turns as far as I can read. It looks exactly like Dual Initiative, which is a mythic ability.

Yes I thought that if the correct wording existed i had no reason to reinvent the wheel.

The fact that it is mythic does not change anything afaik (but i could make the templates mythic) mythic CRs are not more powerful than norma CRs :D.

Here is a revised version that I split between a lesser version and a more powerful one:

Elite (CR +1)
Creatures with the elite template are more resistant and more powerful than their ordinary cousins.
- Challenge Rating: +1.
- Hit Dice: The creature's hit points are increased by 50%.
- Special Qualities: An elite creature gains the following special qualities.
Bloodied (Ex)
An elite creature is considered bloodied when its hit points reach half their maximum, when this happens its other special abilities become more powerful.
An elite creature stays bloodied for the remainder of the encounter.
Multiple actions (Ex)
When bloodied, an elite creature gets an additional standard or move action each round. That standard action can't be used to cast a spell or use a spell-like ability and only one move action per turn can be used to actually move.
Improved saves (Su)
An elite creature can reroll one failed save each turn, in addition if the elite creature is bloodied and under an ongoing spell effect she can attempt a new save against the initial DC for that spell effect as a standard action.

Legendary (CR +2)
Creatures with the legendary template are the stuff of stories and legends, incredibly tough and powerful.
- Challenge Rating: +2.
- Hit Dice: The creature's hit points are doubled.
- Special Qualities: A legendary creature gains the following special qualities.
Bloodied (Ex)
A legendary creature is considered bloodied when its hit points reach half their maximum, when this happens its other special abilities become more powerful.
A legendary creature stays bloodied for the remainder of the encounter.
Multiple actions (Ex)
When bloodied, a legendary creature gets two turns each round, one on its initiative count and another on its initiative count divided by 2.
For example, if the monster’s initiative is 23, on its first turn it could make a full attack (and take a 5-foot step) at initiative 23, and on its second turn at initiative 11 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the legendary creature’s round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.
Improved saves (Su)
A legendary creature can reroll one failed save each turn, in addition if the legendary creature is under an ongoing spell effect she can attempt a new save against the initial DC for that spell effect once a round as a standard action.
When bloodied a legendary creature can instead reroll any failed save and can still try to break free of a spell effect as noted above.


TxSam88 wrote:
So this Template... really it's unnecessary

You could say that about half of what Paizo has put out!

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