20 Levels Of "Paragon" [Archive] - Wizards Community

Post/Author/DateTimePost
malykoth

11-20-04, 07:09 PM
As some of the older folks on this list may remember, waaay back in the day, elf and dwarf weren't just races but actual classes (this is 1st edition, red/blue box Dungeons and Dragons, mind you). I was thinking about the concept of favored classes, and started thinking about giving every race a full 20 level "paragon" progression (or 20 minus level adjustment, for LA races), and using these as every races favored class.

Now each paragon progression, of course, would be based on each races primary architype (yes, I realize this could lead to heated debate as to which architype is best). Dwarves would become tougher and more...uh..."dwarf-like", possibly gaining damage reduction, bigger Fortitude bonuses, greater skill at manufacturing metallic/stone items (say a reduction in xp cost for creating magical items of these materials). Elves might gain spell use (similar to a sorcerer, but more enchantments and illusions then evocations and necromancies), heightened senses, and maybe spell resistance. Humans...well, I guess they could get a lot of skill points and feats (like a cross between rogue and fighter).

This doesn't mean an elf couldn't just take wizard or fighter (or even gish), but it gives each race a definite flavor...not necessarily something everyone would want, of course. I'd also give all racial classes something akin to the rogue's Special Ability power. This would allow the players at certain levels to choose from a list of appropriate abilities to give each character some individuality, but still stay within a theme.

Anyone have any ideas or input as to what would make the "elf's elf", "dwarf's dwarf" or "human's human"? (or any other race, for that matter).
mercurywyrm

11-20-04, 11:42 PM
Cool idea, but I think that humans should not have such a paragon if it were 20 levels unless it really lacked defining features.

I reccomend basing the elven paragon somewhat off a cross bettween druid, bard, ranger, and wizard. Have it's spell list resemble a mix of wizard and druid spells, give it six levels of casting like the bard, and have the spells count as either arcane or divine, whichever is more favorable by the curcumstances, give it mid BAB, good reflex and will saves, knowledge skills as class skills, d6 hit die, proficiency with elven (including exotic ones such as the elven thinblade) and simple weapons, light and medium armor (for light chain) and give it's spellcasting arcane spell failure but give it a natural or "elven chain" exception where if the character is wearing either non-metal armor, or mithril chainmail or chainshirt of elven make they suffer no ASF. Make them cast spontaneously as a bard but based off of inteligence rather than charisma, and give them elvish abilities, such as pass without trace, senses related bonuses, resistance to natural weather, woodland stride, hide in plain sight (in natural settings) and abilities to craft "elven" items better, such as making it easier to creat bows, swords, and mithril armor as well as magic items like oathbows, boots and cloaks of elvenkind, ect. Give it plenty of dex and int, wis, and cha based class skills, as well as spelcasting ones, perform, jump, and swim.

The dwarven one should have full BAB, d12 hit die, martial and dwarven weapon proficiencies, heavy armor proficiencies, special dwarven runecasting with progression like palladin or ranger and a spell list approvable by moradin, give them abilities like spell resistance, defensive bonuses of all sorts such as DR, competence bonuses to armor class, ect, make them cast based on wisdom, but with a spell list that is more reminicient of arcane than divne due to dealing heaviliy with items, creation, doing work, and offense and defensive magics, but lack of healing magic. At higher levels give them craft magical arms and armor feat and maybe some other craft feats and give items they craft special bonuses when used by the intended recipient, as long as it isn't themselves, for instance, an axe created by this high level dwarven paragon for his cousin Brek is normally just a normal masterwork axe, but it Brek's hands, since it was specially crafted ane weighted for him and Brek can tell that hard work was put into it just for him, it gives a non-magical +1 bonus to damage when used by Brek and Brek gains a +1 morale bonus on saving throws when weilding it. This would a cool way of making items made by a dwarf paragon for someone REALLY special without making the item just a better item.

I'll leave more ideas up to others.
Felonious Monk

11-21-04, 12:04 AM
I'd disagree with the 'Dwarf' class d12... dwarves already get an extra effective HP per level (+2 CON). I'd put it at d10 or even d8, like monsters.

Human paragon I see as a mix of fighter, rogue and ranger - a tough, versatile character. Aragorn, actually, which makes me think that Legolas and Gimli are also fair representations of high-level versions of these paragons.

(Yes, I know it isn't Tolkien d20!)
ninjarabbit

11-21-04, 08:26 AM
I hope they have racial core classes in 4th edition so I can be a dwarf dwarf the coolest character ever.
Wil Harvey

11-21-04, 11:00 AM
I've thought about how nice it'd be to have something like this. UA's paragons are only 3 levels. Jaerom's are only 5 levels. I've often yearned for at least 10-level paragons, because I'm such a big fan of the class. If you want to do 20-levelers, I'd be more than happy to look them over and offer any insight I have.
Xorial

11-21-04, 11:32 AM
I think a 10 level class would be sufficient in most cases. That is really a matter of taste, really. I just feel that a full 20 levels would be taking away from the normal core classes. If anything, I'd have to say that the human paragon wouldnt have as many level as the other races. The human's "defining" point is flexibility. To the point that the other races see humans as unfocused at times. In the old D&D Basic Games, with the racial classes, humans didnt have their own racial class, simulating that flexibility in choosing whatever they wanted as a career.

This may not be a perfect vision of the idea, but I still think it would be better to treat it that way. If anything you could treat anything beyond 10 levels as a prestige class.
malykoth

11-22-04, 12:00 AM
Here's my first attempt at a 20 level high elf progression. My thought was that the different sub-races could have different favored enemy/terrain and special ability options, and possibly a few different spell choices.

High Elf (Moon Elf)
Hit Die: 1d6

Class Skills:
The high elf’s class skills (and the key abilities for each skill) are: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHR), Handle Animals (CHR), Heal (Wis), Hide (WIS), Jump (STR), Knowledge (all skills, taken individually) (INT), Listen (WIS), Move Silently (DEX), Perform (CHR), Profession (WIS), Ride (DEX), Spellcraft (INT), Spot (WIS), Survival (WIS), and Swim (STR).
Skill Points at Each Level: 4 + INT mod. (x4 at 1st level)


LVL BAB Fort Ref Will Special

1 +0 +0 +2 +2 Elfsight, Resist Enchantments
2 +1 +0 +3 +3 Weapon Focus
3 +2 +1 +3 +3 +2 INT
4 +3 +1 +4 +4 Woodland Stride
5 +3 +1 +4 +4 Favored Enemy/Terrain
6 +4 +2 +5 +5 +2 CHR
7 +5 +2 +5 +5 Evasion
8 +6 +2 +6 +6 Arcane Power (Illusion)
9 +6 +3 +6 +6 +2 INT
10 +7 +3 +7 +7 Favored Enemy/Terrain
11 +8 +3 +7 +7 Camouflage
12 +9 +4 +8 +8 +2 DEX
13 +9 +4 +8 +8 Special Ability
14 +10 +4 +9 +9 Arcane Power (Enchantment)
15 +11 +5 +9 +9 +2 INT
16 +12 +5 +10 +10 Special Ability
17 +12 +5 +10 +10 Timeless Body
18 +13 +6 +11 +11 +2 CHR
19 +14 +6 +11 +11 Special Ability
20 +15 +6 +12 +12 Elven Transcendence

Class Features:
Weapon and Armor Proficiency: High elves are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. High elves are proficient with light armor, but not with shields.

Elfsight (Ex): A high elf has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, a high elf's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantment (Ex): A high elf's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex): At 2nd level, a high elf gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortbow, longbow, composite shortbow, or composite longbow.

Ability Boost (Ex): At 3rd, 9th, and 15th level, a high elf's Intelligence score increases by 2 points. At 6th and 18th level, her Charisma score increases by 2 points, and at 12th level, her Dexterity score increases by 2 points.

Favored Enemy/Terrain (Ex): At 5th level, as the ranger ability, but high elves may only select from the following list: dragon, humanoid (drow), humanoid (goblinoid), humanoid (gnoll), humanoid (orc), magical beast, or monstrous humanoid. At 10th level, a high elf may chose a second favored enemy, as well as gain the +2 increase to any one favored enemy.

High elves also have the option of selecting a favored terrain in place of a favored enemy. Due to the high elf's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment. A high elf can chose from the following environments: forest (cold/temperate), hills, or plains.

Evasion (Ex): At 7th level, a high elf that succeeds at a Reflex saving throw that normally indicates half damage instead takes no damage.

Arcane Power (Su): At 8th level, the high elf adds +1 to the DC for all saving throws against spells from the Illusion school of magic. This ability stacks with the Spell Focus and Greater Spell Focus feats. At 14th level, she gains this bonus on spells from the Enchantment school as well.

Camouflage (Ex): At 11th level, a high elf can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Special Ability: At 13th, 16th, and 19th level, a high elf gains a special ability of her choice from among the following options:
-Improved Evasion (Ex): As the evasion ability, but when a successful Reflex save normally indicates half damage, the elf instead takes no damage. Even on a failed Reflex save, she still only takes half damage.
-Lore: Allows the elf to make a special knowledge check with a bonus equal to her elf level + her Intelligence modifier to see whether she knows some relevant information regarding various topics, just as a bard can with bardic knowledge. Elves with levels of bard may stack their bard and elf levels for this check.
-Skill Mastery: Upon gaining this ability, the elf selects a number of skills equal to 1 + her Intelligence modifier. When using any of these skills, she may take a 10, even if stress and distraction would normally prevent her from doing so.
-Slippery Mind (Ex): If an elf with this ability is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
-Trackless Step (Ex): The elf leaves no trail in natural surroundings and cannot be tracked, unless she wishes to be tracked.
-Uncanny Dodge (Ex): The elf retains her Dexterity modifier to AC even if she is caught flat-footed or fighting an invisible attacker. She still loses her Dexterity modifier if immobilized.
-Wild Empathy (Ex): The elf can attempt to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the PHB). The elf rolls d20 and adds her elf level and her Charisma modifier to determine the wild empathy check result. In all other ways, it functions as the druid ability.

Timeless Body (Ex): At 17th level, the high elf no longer takes ability score penalties for aging, and cannot be magically aged.

Elven Transcendence: At 20th level, the high elf is treated as a fey rather than a humanoid for purposes of spells and magical effects. She also gains Damage Reduction of 10/cold-iron.

Spells: High elves have the ability to cast arcane spells. They use the bard's Spells per Day chart (PHB 27), but use their Intelligence modifier in place of their Charisma modifier to determine their spell's saving throw DC's and bonus spells. High elves gain access to all of the spells on the high elf spell list, but prepare spells in the same manner as a cleric. High elves gain no Spontaneous Casting ability.

High Elven Spell List:
0) dancing lights, detect magic, ghost sound, know direction, light, mage hand, message, prestidigitation, read magic, resistance.
1) cause fear, charm person, comprehend languages, detect secret doors, disguise self, endure elements, entangle, expeditious retreat, faerie fire, feather fall, hypnotism, identify, nystul’s magic aura, obscure object, remove fear, silent image, sleep, unseen servant.
2) animal messenger, blur, calm emotions, cat’s grace, detect thoughts, eagle’s splendor, enthrall, fox’s cunning, glitterdust, heroism, hold person, invisibility, minor image, silence, speak with animals, suggestion, tongues.
3) charm monster, clairaudience/clairvoyance, confusion, daylight, deep slumber, dispel magic, displacement, geas (lesser), glibness, good hope, haste, major image, plant growth, remove curse, scrying, see invisible.
4) break enchantment, detect scrying, freedom of movement, hold monster, invisibility (greater), neutralize poison, rainbow pattern, speak with plants.
5) commune with nature, death ward, dispel magic (greater), dream, heroism (greater), legend lore, persistent image, rary's telepathic bond, suggestion (mass).
6) analyze dweomer, cat’s grace (mass), charm monster (mass), eagle’s splendor (mass), find the path, fox’s cunning (mass), geas/quest, heroes’ feast, scrying (greater), true seeing.
dragoncc

11-23-04, 09:53 AM
Very interesting. Any more on the way?
malykoth

11-23-04, 11:28 AM
Here are the alterations I was thinking of for "gray elves"...using the high elf class as a base. Unless clarified below, gray elves gain all the benefits/abilities of high elves.

Class Skills:
The gray elf’s class skills (and the key abilities for each skill) are: Balance (DEX), Bluff (CHR), Concentration (CON), Craft (INT), Diplomacy (CHR), Heal (WIS), Knowledge (all skills, taken individually) (INT), Listen (WIS), Move Silently (DEX), Perform (CHR), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Swim (STR), and Use Magic Device (CHR).
Skill Points at Each Level: 4 + INT mod. (x4 at 1st level)

Ability Boost (Ex): same as high elves. I was thinking of giving them different bonuses, but decided the ability boosts were more a function of the elf species, not the individual subspecies. It also gives a unifying feature to the various subraces...it's not like they're different races, after all.

Favored Enemy/Terrain (Ex): Gray elves do not gain this ability, instead, they may choose a bonus feat from the following list: Alertness, Combat Casting, Eschew Materials, Magical Aptitude, Negotiator, Skill Focus (any gray elf skill), Spell Focus (Enchantment or Illusion only), or any Item Creation or Metamagic feat. They must still meet all the prerequisites of the feat they choose.

Camouflage (Ex): Gray elves do not gain this ability, instead they may choose a bonus feat from the list above.

Special Ability: At 13th, 16th, and 19th level, a gray elf gains a special ability of her choice from among the following options:
-Improved Evasion (Ex): As the evasion ability, but when a successful Reflex save normally indicates half damage, the elf instead takes no damage. Even on a failed Reflex save, she still only takes half damage.
-Lay on Hands (Su): Each day, by touch, the elf can heal a total number of hit points of damage equal to her elf level X her Intelligence bonus. The elf may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once.
-Lore: Allows the elf to make a special knowledge check with a bonus equal to her elf level + her Intelligence modifier to see whether she knows some relevant information regarding various topics, just as a bard can with bardic knowledge. Elves with levels of bard may stack their bard and elf levels for this check.
-Magical Strike: Any masterwork weapon used by a gray elf is treated as a magical weapon for purposes of overcoming damage reduction. Such weapons gain no bonuses to attack or damage rolls.
-Skill Mastery: Upon gaining this ability, the elf selects a number of skills equal to 1 + her Intelligence modifier. When using any of these skills, she may take a 10, even if stress and distraction would normally prevent her from doing so.
-Slippery Mind (Ex): If an elf with this ability is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
-Uncanny Dodge (Ex): The elf retains her Dexterity modifier to AC even if she is caught flat-footed or fighting an invisible attacker. She still loses her Dexterity modifier if immobilized.

Remove the following spells from the gray elf spell list:
0) know direction.
1) entangle.
2) animal messenger, speak with animals.
3) plant growth.
4) speak with plants.
5) commune with nature.

Add the following spells to the gray elf spell list:
0) arcane mark, daze.
1) color spray.
2) alter self, daze monster.
3) nondetection.
4) polymorph.
5) dominate person.
malykoth

11-23-04, 11:44 AM
Here are the alterations I was thinking of for "wood elves"...using the high elf class as a base. Unless clarified below, wood elves gain all the benefits/abilities of high elves.

The wood elf’s class skills (and the key abilities for each skill) are: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Handle Animals (CHR), Heal (WIS), Hide (WIS), Jump (STR), Knowledge (all skills, taken individually) (INT), Listen (WIS), Move Silently (DEX), Perform (CHR), Profession (WIS), Ride (DEX), Spellcraft (INT), Spot (WIS), Survival (WIS), and Swim (STR).
Skill Points at Each Level: 4 + INT mod. (x4 at 1st level)

Ability Boost (Ex): same as high elves.

Favored Enemy/Terrain (Ex): At 5th level, as the ranger ability, but wood elves may only select from the following list: animal, dragon, giant, humanoid (drow), humanoid (goblinoid), humanoid (gnoll), humanoid (human), humanoid (orc), magical beast, or monstrous humanoid. At 10th level, a wood elf may chose a second favored enemy, as well as gain the +2 increase to any one favored enemy.

Wood elves also have the option of selecting a favored terrain in place of a favored enemy. Due to the wood elf's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment. A wood elf can chose from the following environments: forest (cold/temperate), forest (warm), or hills.

Special Ability: At 13th, 16th, and 19th level, a wood elf gains a special ability of her choice from among the following options:
-Animal Companion (Ex): As the druid ability, except that the elf uses her elf level to determine the power of her animal companion. If the elf has levels of druid as well, then her elf and druid levels stack.
-Improved Evasion (Ex): As the evasion ability, but when a successful Reflex save normally indicates half damage, the elf instead takes no damage. Even on a failed Reflex save, she still only takes half damage.
-Lore: Allows the elf to make a special knowledge check with a bonus equal to her elf level + her Intelligence modifier to see whether she knows some relevant information regarding various topics, just as a bard can with bardic knowledge, though wood elves can only apply this knowledge check to elven topics or nature-related topics. Elves with levels of bard may stack their bard and elf levels for this check.
-Skill Mastery: Upon gaining this ability, the elf selects a number of skills equal to 1 + her Intelligence modifier. When using any of these skills, she may take a 10, even if stress and distraction would normally prevent her from doing so.
-Swift Tracker (Ex): Allows the elf to move at normal speed when tracking without the normal -5 penalty, and move at twice her normal speed with only a -10 penalty to tracking.
-Trackless Step (Ex): The elf leaves no trail in natural surroundings and cannot be tracked, unless she wishes to be tracked.
-Uncanny Dodge (Ex): The elf retains her Dexterity modifier to AC even if she is caught flat-footed or fighting an invisible attacker. She still loses her Dexterity modifier if immobilized.
-Wild Empathy (Ex): The elf can attempt to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the PHB). The elf rolls d20 and adds her elf level and her Charisma modifier to determine the wild empathy check result. In all other ways, it functions as the druid ability.

Remove the following spells from the wood elf spell list:
2) suggestion.
3) glibness.
5) suggestion (mass).
6) analyze dweomer.

Add the following spells to the wood elf spell list:
1) calm animal, detect snares & pits.
2) barkskin
3) command plants.
4) tree stride
malykoth

11-23-04, 05:52 PM
Here are the alterations I was thinking of for "aquatic elves"...using the high elf class as a base. Unless clarified below, aquatic elves gain all the benefits/abilities of high elves. Keep in mind, aquatic elves have a +1 LA, so this class only has 19 levels. Just ditch the second Favored Enemy/Terrain ability.

The aquatic elf’s class skills (and the key abilities for each skill) are: Balance (DEX), Concentration (CON), Craft (INT), Handle Animals (CHR), Heal (WIS), Hide (WIS), Knowledge (all skills, taken individually) (INT), Listen (WIS), Move Silently (DEX), Perform (CHR), Profession (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), and Swim (STR).
Skill Points at Each Level: 4 + INT mod. (x4 at 1st level)

Weapon and Armor Proficiency: Aquatic elves are proficient with all simple weapons, rapiers, tridents, nets, and heavy crossbows. Aquatic elves are proficient with light armor, but not with shields.

Ability Boost (Ex): same as high elves.

Woodland Stride (Ex): Aquatic elves do not gain this ability. Increase the aquatic elf's Swimming speed by 10 feet, instead.

Favored Enemy/Terrain (Ex): At 5th level, as the ranger ability, but aquatic elves only have one choice: creatures with the aquatic subtype.

Aquatic elves also have the option of selecting a favored terrain in place of favored enemy. Due to the aquatic elf's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment. An aquatic elf can only chose one environment: aquatic.

Special Ability: At 13th, 16th, and 19th level, a wood elf gains a special ability of her choice from among the following options:
-Animal Companion (Ex): As the druid ability, except that the elf uses her elf level to determine the power of her animal companion. If the elf has levels of druid as well, then her elf and druid levels stack. The animal must have the aquatic subtype.
-Fast Swimmer (Ex): Increase the aquatic elf's Swimming speed by 30 feet.
-Improved Evasion (Ex): As the evasion ability, but when a successful Reflex save normally indicates half damage, the elf instead takes no damage. Even on a failed Reflex save, she still only takes half damage.
-Land Adaptation (Ex): The aquatic elf may stay out of water for twice as long as normal (2 hours/point of Constitution) before checking for suffocation.
-Lore: Allows the elf to make a special knowledge check with a bonus equal to her elf level + her Intelligence modifier to see whether she knows some relevant information regarding various topics, just as a bard can with bardic knowledge, though aquatic elves can only apply this knowledge check to elven topics or ocean-related topics. Elves with levels of bard may stack their bard and elf levels for this check.
-Skill Mastery: Upon gaining this ability, the elf selects a number of skills equal to 1 + her Intelligence modifier. When using any of these skills, she may take a 10, even if stress and distraction would normally prevent her from doing so.
-Slippery Mind (Ex): If an elf with this ability is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
-Uncanny Dodge (Ex): The elf retains her Dexterity modifier to AC even if she is caught flat-footed or fighting an invisible attacker. She still loses her Dexterity modifier if immobilized.
-Wild Empathy (Ex): The aquatic elf can attempt to improve the attitude of an aquatic animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the PHB). The elf rolls d20 and adds her elf level and her Charisma modifier to determine the wild empathy check result. In all other ways, it functions as the druid ability.

Remove the following spells from the aquatic elf spell list:
1) entangle.
3) daylight, plant growth.
4) speak with plants.

Add the following spells to the aquatic elf spell list:
0) create water.
1) obscuring mist.
3) water breathing, quench.
4) control water.

The animal messenger and speak with animals spells can only be used with aquatic animals.
malykoth

11-23-04, 06:02 PM
Last of the elves! Here are the alterations I was thinking of for "wild elves"...using the high elf class as a base. Unless clarified below, wild elves gain all the benefits/abilities of high elves.

The wild elf’s class skills (and the key abilities for each skill) are: Balance (DEX), Climb (STR), Craft (INT), Handle Animals (CHR), Heal (WIS), Hide (WIS), Intimidate (CHR), Jump (STR), Knowledge (nature) (INT), Listen (WIS), Move Silently (DEX), Perform (CHR), Profession (WIS), Ride (DEX), Spellcraft (INT), Spot (WIS), Survival (WIS), and Swim (STR).
Skill Points at Each Level: 4 + INT mod. (x4 at 1st level)

Ability Boost (Ex): same as high elves.

Favored Enemy/Terrain (Ex): At 5th level, as the ranger ability, but wild elves may only select from the following list: animal, dragon, giant, humanoid (drow), humanoid (goblinoid), humanoid (gnoll), humanoid (human), humanoid (orc), humanoid (reptilian), magical beast, monstrous humanoid or vermin. At 10th level, a wild elf may chose a second favored enemy, as well as gain the +2 increase to any one favored enemy.

Wild elves also have the option of selecting a favored terrain in place of a favored enemy. Due to the wood elf's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment. A wild elf can chose from the following environments: forest (cold/temperate), forest (warm), hills, plains, mountains or swamps.

Special Ability: At 13th, 16th, and 19th level, a wild elf gains a special ability of her choice from among the following options:
-Animal Companion (Ex): As the druid ability, except that the elf uses her elf level to determine the power of her animal companion. If the elf has levels of druid as well, then her elf and druid levels stack.
-Improved Evasion (Ex): As the evasion ability, but when a successful Reflex save normally indicates half damage, the elf instead takes no damage. Even on a failed Reflex save, she still only takes half damage.
-Rage (Ex): as the barbarian ability, once per day per 5 full elf levels.
-Skill Mastery: Upon gaining this ability, the elf selects a number of skills equal to 1 + her Intelligence modifier. When using any of these skills, she may take a 10, even if stress and distraction would normally prevent her from doing so.
-Swift Tracker (Ex): Allows the elf to move at normal speed when tracking without the normal -5 penalty, and move at twice her normal speed with only a -10 penalty to tracking.
-Trackless Step (Ex): The elf leaves no trail in natural surroundings and cannot be tracked, unless she wishes to be tracked.
-Uncanny Dodge (Ex): The elf retains her Dexterity modifier to AC even if she is caught flat-footed or fighting an invisible attacker. She still loses her Dexterity modifier if immobilized.
-Wild Empathy (Ex): The elf can attempt to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the PHB). The elf rolls d20 and adds her elf level and her Charisma modifier to determine the wild empathy check result. In all other ways, it functions as the druid ability.

Wild elves use the same spell list as wood elves, except remove barkskin and add rage.
dragoncc

01-09-05, 09:22 PM
I noticed the last post has "Last edited by malykoth : 11-28-04 at 01:00 PM."

Did you add or change something?

Anyway, i find these classes useful for filling in some of my NPCs who are not "just commoners", but not really anything else either other than an elf.

I did make one adjustment that I think is worth noting: since it appears you went with the original paragon classes & extended them (not a bad idea just noting that), the +2 bonus to stats every 3 levels is a bit much over the course of 20 levels so I reduced it to +1, but overall I think each one of them fills a very good niche in a very fleshed out multi-racial world like I use. Thanks for the hard work :clap:

PS: Are you still planning on doing the other races you mentioned?
aelryinth

01-09-05, 11:03 PM
I made one up based on the old D@D progression a long time ago on Monte's boards....basically ended up as a 15/15 fighter/ arcane caster over 20 levels, with the ability to wear armor and cast spells. I also followed their pattern of levelling by age, so you could look at an old elf and know they are dangerous just by age...

:)

===============================

HD: d6
Saves: Good Will and Reflex
BAB: As Rogue

Skill pts/level: 4+Int (+bonus Craft or Perform)
Skills: Craft/Profession, Spellcraft, Knowledge (arcane), Survival, Hide/Move Silently, Spot, Listen, Knowledge (Nature), Knowledge (Local and Ancient History (during my childhood…), Jump, Swim, Climb, Ride, Balance, Concentration, Perform, Speak Languages.

==At every level, an Elf gains a bonus skill point, which he can allocate to a Perform skill or a Craft skill only.

Weapons/Armor: An Elf is proficient in all simple weapons and all Elven racial weapons (spear, bows, rapier, long/shortswords, etc).

An Elf is Proficient in Light armor and shield at first level, gaining other armor proficiencies as she advances in level.

Bonus Languages: Historically, Gnome, Gnoll, Goblin, Halfling, Dwarf, Orc and Common. For a specific campaign, simply set up a list of languages and let them pick their Int bonus from them. Elven long years and mastery of melody make picking up extra languages easy and entertaining.


BAB Arcane Spell Caster ability Special

1) +0 +1 level One bonus fighter feat
2) +1 +1 Level May cast spells in Masterwork Leather
3) +2 +1 Level
4) +3 +1 Spell Power
5) +3 +1 level Medium Armor Proficiency
6) +4 +1 level Bonus Fighter feat, eligible for spec
7) +5 +1 level May cast spells in Mithral Chain
8) +6 +2 Spell Power
9) +6 +1 level
10) +7 +1 level May cast spells in Masterwork Chain
11) +8 +1 level Bonus fighter feat
12) +9 +3 Spell Power
13) +9 +1 level Mithral Heavy Armor Proficiency
14) +10 +1 level
15) +11 +1 level May cast spells in Mithral heavy armor

16) +12 +4 Spell Power, Bonus Fighter Feat
17) +12 +1 level
18) +13 +1 level
19) +14 +1 level
20) +15 +5 Spell Power


Descriptions

Bonus Fighter Feats: At the indicated levels, the elf may select a feat from the list of bonus fighter feats in the PHB. If the elf selects a weapon specific feat (such as Focus, Spec or Improved Crit), it must be taken from the list of Elven weapons. He gains an additional such feat 1/5 levels.

Additionally, if your campaign has Elven Specific feats, the Elf may chose to take such a feat in place of his fighter bonus feat.

Armor Proficiency: At the indicated levels, the Elf gains proficiency in the indicated type of armor. Mithril Heavy Armor or Medium Armor is any type of armor that is treated as a category lighter due to its metal or construction, NOT by intrinsic magic or class/feat based armor proficiency.

Cast Spells in Armor: At the indicated levels, the Elf may cast arcane spells in the indicated armor with no chance of spell failure.

+1 Arcane Spellcaster level: At the time of creation, the Elf chooses an Arcane spellcasting field…either Magister (Int), Witch (Cha, choose type) or Sorc (Cha) based (the bardic tradition would mean the Elf is probably an actual bard). At the indicated levels, the Elf gains a level in the class for all purposes – Spells/day, Familiar increases and caster level are all affected, as are Witchery abilities.

High and Gold Elves tend to be Magisters; Wood/Wild elves Witches or Sorcerers.

+1 Spell Power: At the indicated levels, the Elf’s caster level increases. This does not affect spells/day, familiars, or any other benefits of the Elf’s arcane casting ability. Thus, a level 20 Elf casts his spells at 20th level, but has the spell repertoire of a level 15 Arcane Caster. This ability does affect the level of Witchery abilities, as well.

Eligible for specialization: At 6th level, the Elf may choose to spend a feat on specializing in a single weapon. This weapon must be one from the Elven racial weapon list. This is NOT a bonus…the Elf must spend a feat.


Guidelines on Racial Levels

While an Elf can certainly choose to pursue his racial levels, this is intended to convey the broad range of Elven knowledge and time spent frittering on this and that (for NPC’s).

Young Adult: The Elf hits Level One at whatever his Young Adult Age for his subspecies (generally 50-75 years old).

+1 level/25 years until level 10. = Elves have long life spans but seldom focus on things and pursue power like other races, especially Men. However, their lifespans are so long that the average Elf can easily gain a considerable level of power by simply sticking around a few centuries. As they get more able with age, they are naturally delegated duties needing more experienced hands to solve…but still tend to waste a lot of time on frivolities and enjoying life.

+1 level/50 years of life after level 10 = This tends to signify the ability to handle almost any sort of mundane task with skill and ease, and an increasing lack of willingness to risk life and limb pursuing danger and bad guys, as well as devoting time to what is probably a large family and grandchildren. The Elf is probably a master craftsman by this time in at least one field of endeavor, able to wield magic at least as well as a 7th level caster, and is likely spending time with a Magical Creation feat creating many items for use and enjoyment of his people…further slowing his progress.

Few save Elder High and Sun elves reach the highest levels of ability, unless they are rare adventurers who stay with the historical skills of their ancestors, proclaiming the traditional skills of the Elven peoples. However, an Elder elf is a strong spellcaster and skilled at arms, making them dangerous and versatile foes.

And of course, this does not mean that Elves who engage in continuous border skirmishes, wars and the like cannot gain levels faster…but they are more likely to take actual class levels as they focus on a specific career useful to more violent pursuits.

An Elf who reaches level 20 is among the mightiest of Elves, and a champion of Elven traditional skills and values. However, Epic levels for this class do not exist…An Elf must multiclass to advance into Epic levels, and his reliance on the skills of his ancestors instead of his own might means that he must complete an Epic Quest or Endeavor to shed such reliance and start developing his own path and forge a new legend for others to emulate.

==Aelryinth
TheDoomBringer

01-09-05, 11:16 PM
I hope they have racial core classes in 4th edition so I can be a dwarf dwarf the coolest character ever.
Named "Dorf". As in "Dorf the Dwarf Dwarf"
Kind of like Major Major Major Major. Catch22 is a good book.
Nani?

01-10-05, 12:14 AM
Here's an idea,

Give the Half Elf (half orcs? less magic) a 10 level pargon classes with the theme of absolute dedication to coming to terms with your heritage/place in the world. At level 10 they have the option, though a combination of insight and magic to trancend thier heritage and become purely human or elven or choose to stay half elven.
It could also be used for Assamir's and Tieflings who feel "burdened" by thier heritage.

That's the kind of idea I wish they had put in Races of Destiny.

All the Best,

Nani?
dragoncc

01-10-05, 09:51 PM
Well the "standard" paragon classes already have the ability to take racial class levels in either of their true-blooded parentage called "Divided Ancestry" if I recall correctly.
So there is no need to just make a 10 level class with that at the pinnacle IMO since they can do it at will once they have taken just one level in their racial half-x class.
i don't think the struggle to come to terms with your parentage to turn you into one of their race instead of your mixed blood has nothing to do with gaining levels in your racial class.
Seems like that you're looking for a supernatural change into another race there Nani? maybe a template class is more applicable for that type of transformation.
Nani?

01-11-05, 03:46 AM
i don't think the struggle to come to terms with your parentage to turn you into one of their race instead of your mixed blood has nothing to do with gaining levels in your racial class.
Seems like that you're looking for a supernatural change into another race there Nani? maybe a template class is more applicable for that type of transformation.

A lot of the PrC and do have type changes (Ex SwanMay, Master Transmogrifier) built in and the Monk changes type at level 20. I'm quite aware of the divided ancestory but that is not the same as really being an Elf, Human etc.
Why not a paragon class where that was an option.

All the Best,

Nani?
thasis

01-11-05, 10:03 AM
I think if you ever finish this you should compile this all into one big post (or maybe two big posts) saving people from searching all over the thread for the stats. Not yet though. The project isn't finished. Anyways, I think this is a excellent idea being a fan of Basic D&D (I didn't actualy grow up in the area, me and my cousins kinnda picked up the basic rulebooks in a used bookstore). Keep up the good work. Expect me to drop by once in a while to see whats happening. If you need my help just PM me.
HalfMunchkin

01-13-05, 11:31 PM
Where can I find Jaerom's paragon classes?
dragoncc

01-14-05, 11:33 AM
Where can I find Jaerom's paragon classes?

Is this what you're looking for?
http://boards1.wizards.com/showthread.php?t=251402
HalfMunchkin

01-14-05, 10:42 PM
Thank you.
sooperspook

02-04-05, 10:01 PM
Looks good. i was looking for something like this. one thing tho, the Int bonuses seem a bit much. especially when it boosts their spell casting. I'd say Dex and Cha bonuses are sufficient.