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| imakuni6709-27-07, 03:42 PM | I've always liked the paragon classes...but thought that there should be some more! I'll keep updating this post as I develop more. ;) Enjoy! The aasimar racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +0 +2 Improved Resistance, Resist Evil 2 +1 +0 +0 +2 Daylight, Skill Bonus 3 +2 +1 +1 +3 Ability boost (+2 Cha) HD: d8 The aasimar paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomancy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis). Skills: 4+ Int modifier. Weapon and Armor Proficiency: Aasimar paragons are proficient with all simple weapons and with light armor. Spellcasting: At 2nd and 3rd level, a aasimar paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine 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 (turning undead, etc.). This essentially means that he adds the level of aasimar paragon to the level in the divine spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one divine spellcasting class before he became a aasimar paragon, he must decide to which class he adds each level of aasimar paragon. If an aasimar paragon has no levels in a spellcasting class, this class feature has no effect. Improved Resistance (Ex): At 1st level, one of a aasimar paragon's natural resistances to energy (acid, cold, or electricity) improves from 5 to 10. The character can choose which of her three resistances improves, but once she makes this choice it can never be altered. Resist Evil: At 1st level, an aasimar paragon gains a +2 bonus against spells and abilities of the evil descriptor. Daylight (Sp): At 2nd level, an aasimar paragon can use her daylight spell-like ability three times per day. Skill Bonus (Ex): A 2nd-level an aasimar paragon's racial bonus on Listen and Spot checks improves to +4. Ability Boost (Ex): At 3rd level, an aasimar paragon's Charisma score increases by 2 points. The bugbear racial paragon BAB Fort Ref Will Abilities 1 +1 +0 +2 +0 Cautious Step, Monstrous Mein 2 +2 +0 +2 +0 Improved Darkvision, Goblinoid Flanking 3 +3 +1 +3 +1 Improved Natural Armor HD: d10 The bugbear paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str). Skills: 2 + INT per level. Weapon and Armor Proficiency Bugbear paragons are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields). Cautious Step (Ex): A bugbear paragon's racial bonus to move silently checks increases from +4 to +6. Monstrous Mien (Ex): Bugbear paragons can channel their innate ferocity, resulting in a +4 racial bonus on intimidate checks. Improved Darkvision (Ex): At 2nd level, a bugbear paragon's darkvision range increases by 30 feet. Goblinoid Flanking (Ex): When flanking an opponent, a bugbear paragon gets an additional +1 to attack rolls. If the ally the bugbear paragon is flanking with is also a goblinoid, he also gets a +1 to damage rolls as well. Improved Natural Armor (Ex) At 3rd level, a bugbear paragon's natural armor increase by +1. The centaur racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Nature's Guardian, Woodland Stride 2 +2 +2 +0 +0 Powerful Charge 3 +3 +3 +1 +1 Ability Boost (+2 Wis) HD: d8 The centaur paragon's class skills (and the key ability for each skill) are Handle Animal (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str). Skills: 2 + Int modifier. Weapon and Armor Proficiency Centaur paragons are proficient with all simple weapons, falchion, sickle, scimitar, light and heavy lances, longbow, longbow (composite), longsword, shortbow, shortbow (composite), shortsword, light and medium armor, and with shields (except tower shields). Spellcasting At 2nd and 3rd level, a centaur paragon gains new spells per day as if she had also gained a level in druid or ranger. She does not, however, gain any other benefit a character of that class would have gained. If an centaur paragon has no levels in druid or ranger, this class ability has no effect Nature's Guardian (Ex): A centaur paragon's class level stacks with his ranger and/or druid level for the purpose of the wild empathy and animal companion abilities. In addition a centaur paragon chooses one 1st level spell from the druid list. She may cast that spell once per day with a caster level equal to her character level. Any DC's from the spell are based on Wisdom. Woodland Stride (Ex): As the druid ability. Powerful Charge (Ex): At 2nd level, a centaur paragon deals double damage with weapons on a charge (or triple damage with a lance). Ability Boost (Ex): At 3rd level, an centaur paragon's Wisdom score increases by 2 points. The dromite racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +0 +2 Improved Energy Ray 2 +1 +0 +0 +2 Improved Resistance, Enhanced Vision 3 +2 +1 +1 +3 Strengthened Chitin HD: d8 The dromite paragon's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomancy (Cha), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (psionics) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Spot (Wis), and Tumble (Dex). Skills: 2+ Int modifier. Weapon and Armor Proficiency: Dromite paragons are proficient with all simple weapons and with light armor. Manifesting: At 2nd and 3rd level, a Dromite paragon gains new powers per day (and powers known, if applicable) as if he had also gained a level in the wilder. He does not, however, gain any other benefit a character of that class would have gained (wild surge, etc.). This essentially means that he adds the level of dromite paragon to the level in the wilder class, then determines power points, powers known, and manifester level accordingly. If a dromite paragon has no levels in wilder, he instead gets 1 bonus power point each class level. Improved Energy Ray (Ex): A dromite paragon can use his energy ray psionic power 1/day per class level rather than 1/day. Improved Resistance (Ex): At 2nd level a dromite paragon's chosen racial energy resistance increases to 10. Enhanced Vision (Ex) At 2nd level, a dromite paragon's racial bonus on spot checks increases from +2 to +4. Strengthened Chitin (Ex): At 3rd level, an dromite paragon's natural armor bonus increases by +1. In addition, he gains energy resistance 2 against the types of energy he didn't choose. This doesn't change the type of energy damage his energy ray deals. The duergar racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Improved psi-like abilities, improved stonecunning 2 +2 +2 +0 +0 Strong mind, no light sensitivity 3 +3 +3 +1 +1 Ability boost (+2 Str) HD: d8 The duergar paragon's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Move Silently (Dex), Knowledge (dungeoneering) (Int), Knowledge (psionics) (Int), Profession (Wis), Sense Motive (Wis), and Survival (Wis). Skills: 2 + Int modifier. Weapon and Armor Proficiency Duergar paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields). Manifester Level: At 2nd and 3rd level level, a duergar paragon gains new powers per day as if she had also gained a level in psychic warrior. She does not, however, gain any other benefit a character of that class would have gained. If an duergar paragon has no levels in psychic warrior, she insead gains 1 bonus power point each level. Improved Psi-like Abilities (Ex): At 1st level, a duergar paragon gains one additional daily use of each of her innate psi-like abilities. In addition, add your class level to your HD to determine the manifester level of your innate psi-like abilities. Improved Stonecunning (Ex) At 1st level, a duergar paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Strong Mind (Ex): At 2nd level, a duergar paragon gains a +2 bonus versus mind effecting spells and spell like effects. This stacks with the duergar's racial bonus against spells and spell-like effects. No Light Sensitivity (Ex): At 2nd level, a duergar paragon loses their race's light sensitivity. Ability Boost (Ex): At 3rd level, a duergar paragon's Strength score increases by 2 points. The elan racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +0 +2 Improved Resilience 2 +1 +0 +0 +2 Improved Resistance, Mind Over Body 3 +2 +1 +1 +3 Ability boost (+2 INT) HD: d6 The elan paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (All) (Int), Profession (Wis), Psicraft (Int), Survival (Wis), and Use Psionic Device (Cha). Skills: 2+ Int modifier. Weapon and Armor Proficiency: Elan paragons are proficient with all simple weapons and with light armor, as well as shields (except tower shields) Manifesting: At 2nd and 3rd level, a elan paragon gains new powers per day (and powers known, if applicable) as if he had also gained a level in a psionic class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, etc.). This essentially means that he adds the level of elan paragon to the level in the psionic class, then determines power points, powers known, and manifester level accordingly. If a elan paragon has no levels in a psionic class, he instead gains 1 bonus power point per class level. Improved Resilience 1/day when using the resilience racial power, an elan can reduce the damage taken by 3 damage for every 1 power point spent instead. Improved Resistance 1/day when using the resistance racial power, an elan paragon can choose to get a +6 racial bonus on all saving throws instead of +4. Mind Over Body At 2nd level, an elan paragon gains mind over body as a bonus feat, even if she doesn't meet the prerequisites. Ability Boost(Ex): At 3rd level, an elan paragon's Intelligence score increases by 2 points. The elf sub-race paragons All the following are identical to the Elf Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#elfParagon), except as noted. Aquatic Elf Base Attack Bonus Aquatic elf paragons get +1 base attack bonus per level. Spellcasting Aquatic elf paragons may gain +1 effective spellcasting level for any class at level 2. Skills Remove Spellcraft, and add Ride and Handle Animal. Weapon and Armor Proficiency: Aquatic elf paragons are proficient with all simple weapons, nets, spears (all sizes), and tridents. Elf paragons are proficient with light armor, and with shields (except tower shields). Elfsight The range of an aquatic elf paragon's low-light vision doesn't increase. (She still gains the bonus to Search and Spot checks however). Weapon Focus An aquatic elf paragon instead chooses weapon focus in the net, trident, or any spear. Improved Swim Speed At 2nd level, an aquatic elf paragon's swim speed increases by 10 feet. Ability Boost At 3rd level, an aquatic elf paragon's Wisdom score increases by 2 points, instead of Intelligence. Wild Elf Skills: Remove Profession and add Handle Animal. Spellcasting A wild elf paragon gets +1 level of sorcerer or druid at levels 2 and 3 instead of wizard. Ability Boost At 3rd level, an wild elf paragon's Charisma score increases by 2 points, instead of Intelligence. Wood Elf Skills: Add Handle Animal. Spells A wood elf paragon gets +1 level of ranger or druid at levels 2 and 3 instead of wizard. Ability Boost At 3rd level, an wood elf paragon's Dexterity score increases by 2 points, instead of Intelligence. The goblin racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +2 +0 Goblin Sneak, Worg Rider 2 +1 +0 +2 +0 Improved Darkvision, Goblinoid Flanking 3 +2 +1 +3 +1 Ability Boost (+2 Dex) HD: d6 The goblin paragon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Int), Ride (Dex), Search (Int), Spot (Wis), Swim (Str) and Tumble (Dex). Skills: 4 + INT per level. Weapon and Armor Proficiency Goblin paragons are proficient with all simple weapons, hand crossbow, rapier, sap, shortbow, and short sword, and with light armor and shields (except tower shields). Goblin Sneak (Ex): A goblin paragon's racial bonus to move silently checks increases from +4 to +6. In addition a goblin paragon's class level stacks with his rogue and/or barbarian levels (if any) to determine if he can flank an opponent or if he can be flanked in reference to the improved uncanny dodge ability. For example a level 3 goblin paragon/level 12 rogue can flank a creature with an improved uncanny dodge level of 11 or less and can't be flanked except by a rogue of level 19 or greater. Worg Rider (Ex): At 1st level, a goblin paragon gets a +2 bonus to Handle Animal and Ride checks involving Worgs. This stacks with the goblin's racial bonus to Ride checks. Improved Darkvision (Ex): At 2nd level, a goblin paragon's darkvision range increases by 30 feet. Goblinoid Flanking (Ex): When flanking an opponent, a goblin paragon gets an additional +1 to attack rolls. If the ally the goblin paragon is flanking with is also goblinoid, he also gets a +1 to damage rolls as well. Ability Boost (Ex) At 3rd level, a goblin paragon's Dexterity score increases by 2 points. The half-celestial racial paragon BAB Fort Ref Will Abilities 1 +0 +2 +0 +2 Improved Spell-Like Abilities, Lay on Hands 2 +1 +2 +0 +2 Improved Spell Resistance 3 +2 +3 +1 +3 Ability boost (+2 Cha) HD: d8 The half-celestial paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomancy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis). Skills: 2 + Int modifier. Weapon and Armor Proficiency: Half-celestial paragons are proficient with all simple weapons and with light armor. Spellcasting: At 2nd and 3rd level, a half-celestial paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine 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 (turning undead, etc.). This essentially means that he adds the level of half-celestial paragon to the level in the divine spellcasting class, then determines spells per day, spells known, and caster level accordingly. Improved Spell-Like Abilities (Ex): A half-celestial paragon adds her class level to her caster level for all her racial spell-like abilities. Lay on Hands (Su): Beginning at 1st level, a half-celestial paragon with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her class level × her Charisma bonus. A half-celestial paragon may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a half-celestial paragon can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The half-celestial paragon decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. If a half-celestial paragon has or later gains the lay on hands ability through another source, her half-celestial paragon class levels stack with that source for the purpose of lay on hands. Improved Spell Resistance: At 2nd level, a half-celestial paragon's spell resistance improves by 2. Ability Boost (Ex) At 3rd level, a half-celestial paragon's Charisma score increases by 2 points. The half-fiend racial paragon BAB Fort Ref Will Abilities 1 +0 +2 +0 +2 Improved Spell-Like Abilities 2 +1 +2 +0 +2 Improved Spell Resistance, Multiattack 3 +2 +3 +1 +3 Ability boost (+2 Cha) HD: d8 The half-fiend paragon's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spot (Wis). Skills: 2 + Int modifier. Weapon and Armor Proficiency: Half-fiend paragons are proficient with all simple weapons and with light armor. Spellcasting: At 2nd and 3rd level, a half-fiend paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine 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 (turning undead, etc.). This essentially means that he adds the level of half-fiend paragon to the level in the divine spellcasting class, then determines spells per day, spells known, and caster level accordingly. Improved Spell-Like Abilities (Ex): A half-fiend paragon adds her class level to her caster level for all her racial spell-like abilities. Improved Spell Resistance: At 2nd level, a half-fiend paragon's spell resistance improves by 2. Multiattack: At 2nd level, a half-fiend paragon gains Multiattack as a bonus feat. Ability Boost (Ex) At 3rd level, a half-fiend paragon's Charisma score increases by 2 points. The half-giant racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Improved stomp, rock throwing 2 +2 +2 +0 +0 Psionic strength, improved fire acclimation 3 +3 +3 +1 +1 Ability boost (+2 Str) HD: d10 The half-giant paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Swim (Str) Skills: 2 + Int modifier. Weapon and Armor Proficiency Half-giant paragons are proficient with all simple and martial weapons, with light, and medium armor, and with shields (but not with tower shields). Manifester Level: At 2nd level, a half-giant paragon gains new powers per day as if she had also gained a level in psychic warrior. She does not, however, gain any other benefit a character of that class would have gained. If an half-giant paragon has no levels in psychic warrior, this class feature has no effect. Bonus Power Points: At 1st and 3rd level, a half-giant paragon gains 1 bonus power point. Improved Stomp (Su): At 1st level, a half-giant paragon may use his Strength modifier as a racial bonus to the DC of his stomp ability. In addition, for every power point spent on the power creatures take 1d6 points of non-lethal damage rather than 1d4. Rock Throwing (Ex): A half-giant paragon receive a +1 racial bonus on attack rolls when throwing rocks. A half-giant paragon can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 20 feet. Psionic Strength (Su) As long as a half-giant paragon is psionically focused, she gets a +2 psionic bonus to all opposed strength checks. Improved Fire Acclimation (Ex): A half-giant paragon's racial bonus on saving throws against all fire spells and effects increases from +2 to +4. Ability Boost (Ex): At 3rd level, a a half-giant paragon's Strength score increases by 2 points. The hobgoblin racial paragon BAB Fort Ref Will Abilities 1 +1 +0 +2 +0 Cautious Step, Ambush Expert 2 +2 +0 +2 +0 Improved Darkvision, Goblinoid Flanking 3 +3 +1 +3 +1 Ability Boost (+2 Str) HD: d10 The hobgoblin paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str). Skills: 2 + INT per level. Weapon and Armor Proficiency Hobgoblin paragons are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields). Cautious Step (Ex): A hobgoblin paragon's racial bonus to move silently checks increases from +4 to +6. Ambush Expert (Ex): A hobgoblin adds his class level to his intiative checks. Improved Darkvision (Ex): At 2nd level, a hobgoblin paragon's darkvision range increases by 30 feet. Goblinoid Flanking (Ex): When flanking an opponent, a hobgoblin paragon gets an additional +1 to attack rolls. If the ally the hobgoblin paragon is flanking with is also goblinoid, he also gets a +1 to damage rolls as well. Ability Boost (Ex) At 3rd level, a hobgoblin paragon's Strength score increases by 2 points. The lizardfolk racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Marsh Lore, Powerful Tail 2 +2 +2 +0 +0 Bonus Feat, Monsterous Form 3 +3 +3 +1 +1 Ability Boost (+2 CON) HD: d10 The lizardfolk paragon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Knowledge (Nature) (Int), Survival (Wis), and Swim (Str). Skills: 2 + Int modifier. Weapon and Armor Proficiency Lizardfolk paragons are proficient with martial weapons and medium armor. Caster Level: At 2nd, a lizardfolk paragon gains new spells per day as if she had also gained a level in druid. She does not, however, gain any other benefit a character of that class would have gained. If an lizardfolk paragon has no levels in druid, this class ability has no effect Marsh Lore (Ex): At 1st level, a lizardfolk paragon gets a +2 bonus to Handle Animal, Listen, and Spot checks against all creatures with a marsh enviroment. In addition the lizardfolk paragon's class level stacks with his druid and/or ranger levels (if any) for wild empathy checks against such creatures. Powerful Tail (Ex): At 1st level, a lizardfolk paragon's racial bonuses on Balance, Jump, and Swim checks increase from +2 to +4. Bonus Feat At 2nd level, a lizardfolk paragon a bonus feat. He must choose from the following list: Improved Multiattack Improved Natural Armor, Improved Natural Attack, Multiattack, or Weapon Focus. Monsterous Form (Ex): At 2nd level, a lizardfolk paragon gains a +2 bonus versus spells, powers, and abilities that can only target humanoids (Such as charm person). Ability Boost (Ex) At 3rd level, a lizardfolk paragon's Constitution score increases by 2 points. The lycanthrope racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Improved scent, Improved empathy 2 +2 +2 +0 +0 Improved Low-light Vision, Bonus Feat 3 +3 +3 +1 +1 Fortified Body HD: d8 The lycanthrope paragon's class skills (and the key ability for each skill) are Climb (Str), Control Shape (Wis), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str). Skills: 2 + Int modifier. Weapon and Armor Proficiency Lycanthrope paragons are proficient with all simple weapons. Spellcasting At 2nd and 3rd level, a lizardfolk paragon gains new spells per day as if she had also gained a level in druid or ranger. She does not, however, gain any other benefit a character of that class would have gained. If an lycanthrope paragon has no levels in druid or ranger, this class ability has no effect Improved Scent (Ex): The range of a paragon's scent ability doubles (in all forms). Improved Empathy (Ex): A lycanthrope paragon's bonus to charisma-based checks with their relative animals. Improved Low-light Vision (Ex): The range of a lycanthrope paragon's low-light vision ability doubles (in all forms). Bonus Feat: A lycanthrope paragon gains a bonus feat based on their animal form, even if she doesn't meet the requirements: Werebear (Power Attack), Wereboar/Dire Wereboar (Diehard), Wererat (Ability Focus: Disease), Weretiger (Improved Iniative), Werewolf/Werewolf Lord (Weapon Focus: Bite). If the lycanthrope paragon already has this feat, she may instead choose Improved Natural Armor or Ability Focus: Curse of Lycanthropy. Fortified Body (Ex): At 3rd level, a lycanthrope paragon adds his +5 to each of his damage reduction/silver in hybrid or animal form. In natural form, the lycanthrope paragon has damage reduction 5/silver. The maenad racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +0 +2 Sonic Focus 2 +1 +0 +0 +2 Improved Outburst, Stable Mind 3 +2 +1 +1 +3 Ability boost (+2 Cha) HD: d8 The maenad paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomancy (Cha), Jump (Str), Knowledge (All) (Int), Profession (Wis), Psicraft (Int), and Use Psionic Device (Cha). Skills: 2 + Int modifier. Weapon and Armor Proficiency: Maenad paragons are proficient with all simple weapons and with light armor, and medium armor, as well as shields (except tower shields), and 1 martial weapon of the maenad paragon's choice Manifesting: At 2nd and 3rd level, a maenad paragon gains new powers per day (and powers known, if applicable) as if he had also gained a level in a psionic class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, etc.). This essentially means that he adds the level of maenad paragon to the level in the psionic class, then determines power points, powers known, and manifester level accordingly. If a maenad paragon has no levels in a psionic class, he instead gains 1 bonus power point at each level. Sonic Focus An maenad paragon adds his class level to any spell, power or ability with the sonic descriptor. Improved Outburst When using the outburst ability, a maenad paragon also gets a +2 bonus to constitution, and the ourburst may last up to 6 rounds. Stable Mind At 2nd level, a maenad paragon gets a +2 racial bonus against all spells and powers with the compulsion descriptor. Ability Boost(Ex): At 3rd level, an maenad paragon's Charisma score increases by 2 points. The minotaur racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Heightened Perception, Trampling Overrun 2 +2 +2 +0 +0 Improved Darkvision, Improved Natural Cunning 3 +3 +3 +1 +1 Fast Movement HD: d10 The minotaur paragon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (Dungeoneering) (Int), Search (Int), Spot (Wis), and Survival (Wis). Skills: 2 + Int modifier. Weapon and Armor Proficiency Minotaur paragons are proficient with martial weapons and light armor. Heightened Perception (Ex): At 1st level, a minotaur paragon's racial bonus to Listen, Search, and Spot checks increases from +4 to +6. Trampling Overrun At 1st level, a minotaur paragon gains Improved Overrun as a bonus feat even if he doesn't meet the requirements. In addition, if an opponent is knocked prone with an overrun attempt a minotaur paragon gets a free hoof attack as if he were the mount from the Trample feat. This hoof attack deals 1d6+Str modifier worth of bludgeoning damage. Improved Darkvision (Ex): At 2nd level, a minotaur paragon's darkvision range increases by 30 feet. Improved Natural Cunning (Ex): At 2nd level minotaur paragon can no longer be flanked. This defense denies a rogue the ability to sneak attack the minotaur paragon by flanking him, unless the attacker has at least four more rogue levels than the minotaur paragon has Hit Dice. The minotaur paragon also gets a +2 insight bonus versus pattern spells and abilities. Fast Movement (Ex): At 3rd level, a minotaur paragon's speed increases by 10 feet, provided he wears light armor or no armor. This bonus stacks with other fast movement abilities. The svirfneblin racial paragon The forest gnome is very similar to the standard (rock) gnome, but the svirfneblin is so different (including a +3 level adjustment) that it probably deserves its own paragon class. BAB Fort Ref Will Abilities 1 +0 +0 +2 +2 Magic Aptitude, Improved Spell-Like Abilities 2 +1 +0 +2 +2 Improved Darkvision, Improved Stonecunning 3 +2 +1 +3 +3 Ability boost (+2 Wis) HD: d6 The svirfneblin paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomancy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str). Skills: 4+INT per level. Weapon and Armor Proficiency Svirfneblin paragons are proficient with all simple weapons, gnome hocked hammer, heavy pick, light pick, and with light armor. Spells per Day At 2nd and 3rd level, a svirfneblin paragon gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the paragon class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a svirfneblin paragon, he must decide to which class he adds the new level for purposes of determining spells per day. Magic Aptitude (Ex): A svirfneblin paragon may add his class level to his caster level to determine the effects of any illusion spells he casts as well as to spells with both the summoning and earth descriptors, including those gained as innate abilities of the svirfneblin race. This bonus stacks with the extra spellcasting levels gained from the svirfneblin paragon's spells per day entry (see above). This increased caster level affects only spells that the character can cast; it does not give him access to higher-level spells or more spells per day. Improved Spell-Like Abilities (Ex): At 1st level, a svirfneblin paragon gains one additional daily use of each of her innate spell-like abilities. Improved Darkvision (Ex): At 2nd level, a svirfneblin paragon's darkvision range increases by 30 feet. Improved Stonecunning (Ex): At 2st level, a svirfneblin paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Ability Boost (Ex) At 3rd level, a svirfneblin paragon's Wisdom score increases by 2 points. The thri-kreen racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +2 +0 Acrobatics, improved poison 2 +2 +2 +2 +0 Weapon focus, insectoid lore 3 +3 +3 +3 +1 Ability boost (+2 Wis) HD: d8 The thri-kreen paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Move Silently (Dex), Knowledge (nature) (Int), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex). Skills: 4 + Int modifier. Weapon and Armor Proficiency Thri-kreen paragons are proficient with all simple weapons, and with one exotic weapon. Caster/Manifester Level: When a thri-kreen gains a paragon level, she may choose to gains new spells per day as if she had also gained a level in ranger or new powers and more power points as if she gained a level in psychic warrior. She does not, however, gain any other benefit a character of that class would have gained. If an thri-kreen paragon has no levels in ranger or psychic warrior, this class feature has no effect. Acrobatics (Ex): At 1st level, a thri-kreen paragon gets a +2 bonus to Balance, Jump, and Tumble checks. This stacks with the thri-kreen's racial bonus to Jump checks. Improved Poison (Ex): At 1st level, a thri-kreen paragon gains the ability to use it's racial poison 1/day per class level rather than 1/day. Weapon Focus: At 2nd level, a thri-kreen paragon gains weapon focus as a bonus feat for one of the following weapons: bite, chatkcha, claw, gythka, or unarmed strike. Insectoid Lore (Ex): At 2nd level, a thri-kreen paragon gets a +2 insight bonus to Diplomancy, Handle Animal, Listen, Spot, and Survival checks against vermin and all creatures with an insectoid forms (such as Ankhegs, Driders, Dromites, Formians, Phase Spiders, Scorpionfolk, Thri-kreens, etc.), and a +2 bonus against any extraordinary poison employed by those creatures. Ability Boost (Ex): At 3rd level, a thri-kreen paragon's Wisdom score increases by 2 points. The troll racial paragon BAB Fort Ref Will Abilities 1 +1 +2 +0 +0 Improved scent 2 +2 +2 +0 +0 Horrific rend, Improved darkvision 3 +3 +3 +1 +1 Improved regeneration HD: d12 The troll paragon's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str) Skills: 2 + Int modifier. Weapon and Armor Proficiency Troll paragons are proficient with all simple weapons. Improved Scent (Ex): The range of a troll paragon's scent ability doubles. Horrific Rend (Ex): Whenever a troll paragon deals damage with it's rend attack, that creature must make a Fortitude saving throw equal to the damage dealt or be shaken for 1d3 rounds. Improved Regeneration (Ex): At 3rd level, a troll paragon's regeneration rate increases by 1. The xeph racial paragon BAB Fort Ref Will Abilities 1 +0 +0 +2 +0 Charging Burst, Catfall 2 +1 +0 +2 +0 Run, Save Bonus 3 +2 +1 +3 +1 Ability boost (+2 Dex) HD: d8 The xeph paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), and Tumble (Dex). Skills: 2+Int modifier. Weapon and Armor Proficiency: Xeph paragons are proficient with all simple weapons and with light armor. Manifesting: At 2nd and 3rd level, a xeph paragon gains new powers per day (and powers known, if applicable) as if he had also gained a level in the soulknife. He does not, however, gain any other benefit a character of that class would have gained (psychic strike, etc.). This essentially means that he adds the level of xeph paragon to the level in the soulknife class, then power points, powers known, and manifester level accordingly. If a xeph paragon has no levels in soulknife, he instead gains 1 bonus power point each level. Charging Burst (Ex): Whenever a xeph paragon makes a charge attack while using his burst ability, he gets an additional +1 to his attack roll. Catfall (Sp): A xeph paragon can use the catfall psionic power a number of times per day equal to his class level. He must expand 1 power point each time he uses this ability. Manifester level equals 1/2 character level. Save Bonus (Ex) A 2nd-level xeph paragon's racial bonus on saves against powers, spells and spell-like effects increases by 1. Run (Ex): At 2nd level, a xeph paragon gains Run as a bonus feat. Ability Boost (Ex): At 3rd level, an xeph paragon's Dexterity score increases by 2 points. |
| Dead_Weasel09-28-07, 03:57 AM | WotC has already made a kobold paragon class, available here (http://www.wizards.com/default.asp?x=dnd/we/20060127a). All the way at the bottom of the page, unfortunately. I am a fan of the paragon classes in theory, but as they have been executed (and perhaps in part because of the way the class system is built, as well) they are extraordinarily unattractive options, even if they ought to benefit the character. |
| Arscura09-28-07, 05:04 AM | I also can remember a Svifnerbelin Paragon Class, with abilities as: 'Tunnel Defense' I think Paragon classes can be rather good though. Certainly with those ability boosts and when they have caster levels, for then you loose little. |
| imakuni6709-28-07, 11:29 AM | WotC has already made a kobold paragon class, available here (http://www.wizards.com/default.asp?x=dnd/we/20060127a). All the way at the bottom of the page, unfortunately. thanks for pointing out the kobold, I removed it and added Thri-kreen. :) enjoy. I haven't found the svirfneblin paragon anywhere. |
| Arscura09-28-07, 11:41 AM | thanks for pointing out the kobold, I removed it and added Thri-kreen. :) enjoy. I haven't found the svirfneblin paragon anywhere. Yeah, I have it somewhere at my true home (I have moved to another country for 9 months (3 months to go)). Can't help you one, two, three. It had to do with when standing tunnel being able to defend themselves better. I have seen other prestige classes have this. I also believe they had two caster levels, like you did... However, I am not sure. Like the Thri-Keen. In the Duergar in the no light sensitivity the kobolds are mentioned. Wander if you not ought to give one more manifester level at 3rd level. |
| imakuni6710-01-07, 09:25 AM | Added aasimar! |
| Omega_Grey10-01-07, 05:40 PM | I think you might be confusing the svirfneblin paragon with the breachgnome prestige class. That gives tunnel defense as a class ability. Its found in the Races of Faerun. |
| Arscura10-02-07, 06:50 AM | I think you might be confusing the svirfneblin paragon with the breachgnome prestige class. That gives tunnel defense as a class ability. Its found in the Races of Faerun. That's it! Sorry than imakuni67 Omega_Grey is right. That is the one I am mixing up. |
| Sutemi10-02-07, 06:58 AM | Nice ones! Bravo! btw does anyone know if paragons can rise beyond 3rd level? I'd like to make level 10 Human Paragon :) |
| Arscura10-02-07, 09:04 AM | None does. At least not those presented by WoTC |
| imakuni6710-02-07, 10:29 AM | Paragons shouldn't go past 3rd level, you can only go so far in building your...racial...ness.... Thanks for the comments! I'll add some more soon |
| imakuni6710-02-07, 12:44 PM | Added dromite and xeph! |
| Arscura10-02-07, 05:22 PM | I would personally think of the Xeph to get Dex not Int. Seems to fit better there Soulknife and their racial burst stuff. I don't see what makes them so 'bright', unless I am mistaken again ofcourse http://forums.spellholdstudios.net/style_emoticons/default/unsure.gif |
| imakuni6710-02-07, 05:35 PM | I would personally think of the Xeph to get Dex not Int. Seems to fit better there Soulknife and their racial burst stuff. I don't see what makes them so 'bright', unless I am mistaken again ofcourse http://forums.spellholdstudios.net/style_emoticons/default/unsure.gif I debated this a lot actually, and I have decided to agree with you. I was going on the notion that the elves get a +2 INT after having a racial +2 DEX, but that is because they are wizardly. +INT doesn't do much for xephs, so I'll change it to +2 DEX. thanks for the input! |
| imakuni6710-03-07, 09:20 AM | All the psionic races are up! |
| Arscura10-03-07, 04:03 PM | Xeph still lists +2 Int ;) Would request Maenad outburst to become available 3/day. It is the flavor thing of the race, but it may only be used once... Perhaps this can be given at level 1? Another idea for Maenad is the power to actually watch surface thoughts. If you look at the race they try to control their temper. I reckon it be nice to detect it if your neighbor is growing angry so the situation can be defused. Rest is still nice going ;) Sylvan & Wild Elves next? |
| imakuni6710-04-07, 06:48 PM | Rest is still nice going ;) Sylvan & Wild Elves next? (Half) your wish is granted! :) (Did some minor edits here and there as well) |
| Arscura10-05-07, 04:44 AM | Thanks, may I suggest for the Wood Elves +2 to Dex (once again ;)) for the following reasons: * As Aquatic Elves they have a more warrior-like class. I give in it uses Wisdom for casting but Dexterity is the main atribute for Rangers. * If Wood Elves do not get +2 Dex (which seem the best for it as Int bonus and Cha bonus are logical seeing the favored class), it means no good Elven race does (I know Drow do), which seems... odd to me. I can understand +2 Wis and one can justify it. However, I would go for +2 Dex, as it helps the Ranger and Druid, sneaking, bow-shooting, weapon finesse like fighting. All things that are words that come to mind for Wood Elves, in my opinion that is. |
| imakuni6710-05-07, 09:44 AM | Thanks, may I suggest for the Wood Elves +2 to Dex (once again ;)) for the following reasons: * As Aquatic Elves they have a more warrior-like class. I give in it uses Wisdom for casting but Dexterity is the main atribute for Rangers. * If Wood Elves do not get +2 Dex (which seem the best for it as Int bonus and Cha bonus are logical seeing the favored class), it means no good Elven race does (I know Drow do), which seems... odd to me. I can understand +2 Wis and one can justify it. However, I would go for +2 Dex, as it helps the Ranger and Druid, sneaking, bow-shooting, weapon finesse like fighting. All things that are words that come to mind for Wood Elves, in my opinion that is. Thanks for the input! (I don't know that much about elves really.) |
| Arscura10-05-07, 10:52 AM | Oh, I just noticed after looking through the changes that Meanad have d6. May I ask why? The race isn't fragile and even Elves (except for Drow) have a d8. I also still would like to go for more outbursts per day instead of the sonic focus. This is however perhaps a bit too subjective. |
| Darth Sephiroth10-05-07, 11:02 AM | For the Aquatic Elf I'd suggest considering dropping weapon focus and adding an effect that doubles their time out of water that stacks with other such increases. |
| imakuni6710-05-07, 01:55 PM | For the Aquatic Elf I'd suggest considering dropping weapon focus and adding an effect that doubles their time out of water that stacks with other such increases. There is already a feat to double their time out of water, though |
| imakuni6710-05-07, 02:00 PM | Oh, I just noticed after looking through the changes that Meanad have d6. May I ask why? The race isn't fragile and even Elves (except for Drow) have a d8. I also still would like to go for more outbursts per day instead of the sonic focus. This is however perhaps a bit too subjective. I fixed the HD, but my subjectivity is that maenad's don't really enjoy the outbursts, but think of them as a neccesary evil. Having one terrible episode of rage per day just seems to make more sense to me. I gave them the sonic boost because their energy ray specifically states it blasts forth as sound from their mouth, so maenads should be better at using sonic powers IMHO. |
| imakuni6710-05-07, 04:05 PM | Added Goblin :smirk: Hobgoblin :fight!: and Bugbear :cookie: They all get along nicely... Grabbed the bull by the horns and added Minotaur as well! |
| imakuni6710-06-07, 01:32 PM | Added lycanthrope, centaur, and troll! |
| Arscura10-06-07, 06:12 PM | I fixed the HD, but my subjectivity is that maenad's don't really enjoy the outbursts, but think of them as a neccesary evil. Having one terrible episode of rage per day just seems to make more sense to me. I gave them the sonic boost because their energy ray specifically states it blasts forth as sound from their mouth, so maenads should be better at using sonic powers IMHO. Okay, I can see that. I just dislike that outburst is only once... they seem a too weak race... Oh well, subjective. Originally Posted by Darth Sephiroth View Post For the Aquatic Elf I'd suggest considering dropping weapon focus and adding an effect that doubles their time out of water that stacks with other such increases. There is already a feat to double their time out of water, though Actually after thought I agree with Darth Sephiroth. Their is also the Weapon Focus feat, so I think that argument holds little and it makes them more playable. I also reckon the feat is less known, which makes it seem more unique. I unfortunately have some comments on the latest additions: Hobgoblin and Bugbear odd to have d10 I reckon, at least the Hobgoblin as they are as martial as Dwarfs. Also bugbear is a very fighting person, with barbarian as favored class and fighting bred into the society. I really think all races ought to get an ability boost at third level. Taken that for creatures with higher LA the classes may be a bit stronger (see UA itself for that), I would say: - Drop bugbear NA increase give +2 Strength - Lizardfolk replace monstrous form for NA improvement (Half-Dragon also gets this at level 2). Give +2 Con for the Lizards - For Lycanthrope see next point... - Horrific Rend (Also state how to calculate DC of this ability. I assume something like 10 + paragon class as to not overpower this ability when coupled to Str or Con) and Improved Regeneration one level down. Than boost to ability Than Lycanthope. This is very tricky. You already nicely give feats specific per kind, but I also think save bonuses can be different. A wereboar and werebear with fort, but wererat and werewolf with ref for instance. I know that the 3rd level ability would be good as not to be a stat increase as this would be also variant specific, but I still think that would be better than this huge bonus for DR. Also time for [SBLOCK= }{SBLOCK] I think. Your first post is growing too long Just thinking along. I still think it is good going ;) |
| FreAkOuTRG10-07-07, 07:28 PM | I definately agree with your thinking (as evident by my signature) However, I believe that the psionic races all have paragon classes (Untapped Potential, I think?) I really should actually go in and tweak my own classes, but nobody seems terribly interested in paragon classes. |
| imakuni6710-08-07, 09:25 AM | As far as the ability boosts go, I didn't want to give a boost to a race that already had a lot of ability boosts via racial hit die and/or level adjustment. Keep in mind that the original racial paragons were for basic races for the most part. I am just reluctant to give the bugbear or the minotaur +2 str for example because it would break the class, and I couldn't drop the BAB and/or hit die because combat is what they are all about. I gave the lizardfolk +2 CON though instead. :) |
| imakuni6710-09-07, 12:48 PM | Added half-fiend :devil: and half-celestial :angel: . |
| Arscura10-10-07, 06:12 AM | You have twice the title half-celestial... Still vote for the Natural Armor bonus over Monstrous form for Lizardfolk I was also thinking should it not be a Fort save instead of Will save for the rend ability. As the DC is now based on damage, and all damage based saves are Fort saves. |
| imakuni6710-10-07, 09:20 AM | Still vote for the Natural Armor bonus over Monstrous form for Lizardfolk I just like monstrous form though from a flavor standpoint. I think I have a solution though! :) |
| Arscura10-10-07, 09:43 AM | haha, now you have Half-celestial and Half-fiend names switched. Half-celestial stands above the half-fiend one and the other way around, haha. Also there is a wrong table, thus: Half-celestial title to the first one Add correct table to the first one Change half-fiend to half-celestial at the skill that are mentioned Half-fiend title to the second one Troll and Lizardfolk are indeed better this way |
| Arscura10-17-07, 10:14 AM | found this (http://forums.gleemax.com/showthread.php?t=905223&highlight=Paragon) by the way. Or another take here (http://forums.gleemax.com/showthread.php?p=14094517#post14094517) |
| imakuni6710-17-07, 10:50 AM | Thanks for the Help! I like the warforged paragon (the first one), but I think they should get +2 versus mind-effecting rather than immunity. There are just too many mind effects. |
| Tordak10-17-07, 02:50 PM | Pretty good. I went over it quickly, I noticed the Elan from EPH has an ability that let him use resislience in a 3-for-1 ration instead of the usual 2-to-1, but only once a day, as well as a better resistence and sustenance. Now I don't know if there's been an errata on this, but there's are feats in the complete Psionic that allow you a 4-1 ratio all the time(I think), so maybe you could give them the 3-1 ratio all the time but take away the improved resistance one, or the resistance all the time but not the resilience. I don't know, it seems well balanced this way but I think player would probably prefer taking the feat at the expense of other feat (since the real advantage elans have are these abilities anyway) and would then likely not be as attracted to this Paragon class. It's just a personal preference really, and I think your paragon are pretty cool, if I ever wanted paragon for those races in my games I'd likely go along those lines. |
| Tordak10-17-07, 02:55 PM | Also about the warforged, I found a more balanced paragon version of the WOTC D&D page, I don't have the link right, I'll post it later if you're interested. It gained things like darkvision, the +2 to will save you were looking for, a bonus warforged feat, bonus to fortitude an initiative (like +3 Fort and +1 init, kind of like battle hardened fighter level substitution from Races of Eberron), and a +2 to strengh. Only if you're interested. |
| imakuni6710-17-07, 10:15 PM | Eh. Don't worry about the warforged paragon, I'm not too familiar with ebberon but I figured there would be a class for them already (or just taking warforged juggernaur). But feel free to use my paragons! That would make me sooo happy to have them playtested! :D More paragons to come! |