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Home Page > Player's Guide > Character Generation > Classes > Paragon |
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ParagonThe paragon classes represent members of a particular race who exemplify all of the best qualities of their people. Paragon is always considered an additional favoured class for its race, and it can be taken without training. Characters can only take a paragon class that matches their race. An'orheen ParagonAlignment: Any lawful Hit Die: d8 Class Skills: The an'orheen paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (architecture & engineering) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis). Skill Points at Each Level: 4 + Int modifier Weapon and Armour Proficiency: An'orheen paragons are proficient with all simple weapons. They gain proficiency with no armour or shields. Table: The An'orheen Paragon
Craft Expertise: An an'orheen paragon may add his class level as a racial bonus on all Craft checks. Endurance: An'orheen paragons receive Endurance as a bonus feat. Fatigue Resistance: Starting at 2nd level, as long as an an'orheen paragon has slept for sixteen hours out of the last seventy-two she is not subject to fatigue from missed sleep. Additionally, an'orheen paragons recover from being exhausted and fatigued at twice the normal rate. Natural Armour: At 2nd level an an'orheen paragon gains a +1 natural armour bonus to his AC. Ability Boost (Ex): At 3rd level, an an'orheen paragon's Intelligence score increases by 2 points. B'kar-zookraz Paragon Alignment: Any lawful Hit Die: d10 Class Skills: The b'kar-zookraz paragon's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier Weapon and Armour Proficiency: B'kar-zookraz paragons are proficient with all simple, martial, and dwarven weapons, with light, medium, and heavy armour, and with shields (but not with tower shields). Dwarven weapons are the dwarven waraxe and the dwarven urgrosh. Table: The B'kar-zookraz Paragon
Improved Improvisation: B'kar-zookraz paragons are very skilled at improvising with unfamiliar weapons. Their penalty for using a weapon with which they are not proficient (including an improvised weapon) is only -2 instead of the usual -4. Endurance: B'kar-zookraz paragons receive Endurance as a bonus feat. Combat Healing (Su): At 2nd level b'kar-zookraz paragons can heal their own injuries. This is a full-round action that provokes attacks of opportunity, and it restores (1d8 + Con modifier) hit points. The process involves a hormone that speeds up the healing process but also fogs their judgement, dealing 1 point of Wisdom damage each time this ability is used. Ability Boost (Ex): At 3rd level, a b'kar-zookraz paragon's Strength score increases by 2 points. Forskarlar ParagonAlignment: Any Hit Die: d8 Class Skills: The forskarlar paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Divine Ritual (Int), Heal (Wis), Hide (Dex), Knowledge (nature), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier Weapon and Armour Proficiency: Forskarlar paragons are proficient with daggers, longspears, nets, ranseurs, rapiers, short swords, shortspears, spears, spiked gauntlets, and tridents. They gain proficiency with no armour or shields. Table: The Forskarlar Paragon
Spells per Day: At 1st and 3rd level, a forskarlar paragon gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, increased turning capability, and so on). This essentially means that she adds the level of forskarlar paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one divine spellcasting class before she became a forskarlar paragon, she must decide to which class she adds each level of forskarlar paragon. If a forskarlar paragon has no levels in a divine spellcasting class, this class feature has no effect. Under no circumstances can a forskarlar paragon supplement an arcane spellcasting class with this ability. These levels can only be used to supplement a divine spellcasting class, such as adept or cleric. Darkvision (Ex): Forskarlar paragons gain the ability to see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and forskarlar paragons can function just fine with no light at all. Summon Water Elemental (Su): Starting at 2nd level, a forskarlar can summon a small water elemental as a spell-like ability once per day per class level. This works in all respects like the summon monster iii spell, using the forskarlar's character level as the caster level. Control Water (Su): At 3rd level forskarlar paragons gain control water as a spell-like ability they can use once per day. Use the forskarlar's character level as the caster level. Human ParagonAlignment: Any Hit Die: d8 Skill Points at Each Level: 4 + Int modifer (This does not include the human's bonus skill points) Class Skills: The human paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.) Weapon and Armour Proficiency: Human paragons are proficient with all simple weapons and with light armour. In addition, a human paragon is proficient with any one martial weapon of his choice. Table: The Human Paragon
Spells per Day: At 2nd and 3rd level, a human paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of human paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a human paragon, he must decide to which class he adds each level of human paragon. If a human paragon has no levels in a spellcasting class, this class feature has no effect. Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question. Bonus Feat (Ex): At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally. Ability Boost (Ex): At 3rd level, a human paragon increases one ability score of his choice by 2 points. Merfolk ParagonAlignment: Any Hit Die: d8 Skill Points at Each Level: 4 + Int modifer (This does not include the merfolk's bonus skill points) Class Skills: The merfolk paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.) Weapon and Armour Proficiency: Merfolk paragons are proficient with all simple and martial piercing weapons. Table: The Merfolk Paragon
Spells per Day: At 2nd and 3rd level, a merfolk paragon gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of merfolk paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a merfolk paragon, she must decide to which class she adds each level of merfolk paragon. If a merfolk paragon has no levels in a spellcasting class, this class feature has no effect. Adaptive Learning (Ex): At 1st level, a merfolk paragon can designate any one of her merfolk paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a merfolk paragon chooses Spot as an adaptive skill, she treats Spot as a class skill for all future class levels she gains, even if it is not normally a class skill for the class in question. Darkvision (Ex): Merfolk paragons gain the ability to see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and merfolk paragons can function just fine with no light at all. Ability Boost (Ex): At 3rd level, a merfolk paragon increases one ability score of her choice by 2 points. Moose ParagonAlignment: Any Hit Die: d4 Class Skills: The moose paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft. All psychic skills are also considered class skills. Skill Points at Each Level: 6 + Int modifer Weapon and Armour Proficiency: Moose paragons are proficient with light crossbow, longspear, quarterstaff, rapier, repeating light crossbow, and unarmed strike. They gain proficiency with no armour or shields. Table: The Moose Paragon
Power Points / Day: A moose's ability to manifest some of his racial abilities is limited by the power points he has available. His base daily allotment of power points (not including those he receives as a racial trait) is listed in the table. In addition, he receives bonus power points per day if he has a high Intelligence score (as per the table in the core rules). Bonus Feat (Ex): At first level the moose paragon receives a bonus feat. This must be a psionic feat, a metapsionic feat, a psychic feat, a psychic talent feat, a metapsychic feat, or a psionic or psychic item creation feat. Psionic Class: The moose paragon class counts as a psionic class for such things as psicrystal advancement. Inertial Armour (Su): Starting at 2nd level, a moose paragon may create a force field around himself. As an immediate action, a moose paragon can spend 1 power point to gain a +4 armour bonus to his armour class. This acts in all other ways like the power of the same name, including augmentation. Use the moose paragon's class level as his manifester level. Regenerate (Su): Starting at 3rd level, a moose paragon can regenerate his body once a month. As a full-round action, a moose paragon can spend 17 power points to grow back his severed body members, broken bones, and ruined organs. The regeneration is complete in 1 round if the severed members are present and touching the moose paragon; otherwise it takes 2d10 rounds. This ability also cures 4d8 points of damage + 1 point of manifester level, rids the moose paragon of exhaustion and/or fatigue, and eliminates all non-lethal damage. Note that a third-level moose paragon doesn't normally have 17 power points, so his will need to be supplemented from other sources (more classes, feats, etc). Ratfolk ParagonAlignment: Any lawful Hit Die: d8 Class Skills: The ratfolk paragon's class skills (and the key ability for each skill) are Climb (str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifer Weapon and Armour Proficiency: Ratfolk paragons gain no armour or weapon proficiencies. Table: The Ratfolk Paragon
Multiattack (Ex): Ratfolk paragons receive Multiattack as a bonus feat. Scent (Ex): Ratfolk paragons have the scent ability. Improved Darkvision (Ex): At 2nd level, a ratfolk paragon's darkvision range increases by 30 feet. Natural Armour Increase (Ex): At 2nd level, a ratfolk paragon's natural armour bonus improves by 1. Ability Boost (Ex): At 3rd level, a ratfolk paragon's Constitution score increases by 2 points. Purge Virus (Ex): At 3rd level, a ratfolk has the ability to purge a virus from his body. The ratfolk must succeed at a Fortitude save against the virus, and receives a +10 to the roll. The process takes an hour and leaves the ratfolk paragon exhausted. Purging a virus ages the ratfolk paragon by one year. The paragon class is taken from Unearthed Arcana, copyright (c) 2004, Wizards of the Coast. The class system is based on version 3.5 of the System Reference Document, copyright (c) 2003, Wizards of the Coast. Used under the Open Gaming License. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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