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Since: Jun 09, 2005 Posts: 2054
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(Msg. 1) Posted: Sat Oct 04, 2008 5:35 am
Post subject: Shifter Paragon Class? Archived from groups: rec>games>frp>dnd (more info?)
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Is there a Shifter Paragon class?
--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller
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Since: Jun 06, 2005 Posts: 1704
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(Msg. 2) Posted: Fri Oct 10, 2008 6:18 am
Post subject: Re: Shifter Paragon Class? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Mark Blunden wrote:
> "Tetsubo" <tetsubo.RemoveThis@comcast.net> wrote in message
> news:kIidne-PsKtepXrVnZ2dnUVZ_hSdnZ2d@comcast.com...
>> Is there a Shifter Paragon class?
>
> I don't know of any. If it's of any use, Races of Eberron includes
> Shifter racial substitution levels for Druid, Ranger and Wilder, and two
> Shifter prestige classes, the Moonspeaker and Reachrunner.
There are a few Shifter Paragons out on the internet. Here's the one I
use (sorry formatting is going to be awful but I have to get to work --
I'm sending two copies, one wordwrapped and one not):
> Shifter Racial Paragon Shifter paragons are often rugged individuals
> who thrive in areas where others would parish. Their innate abilities
> help them survive in the wilderness and their feral instincts help
> them become lords of the beasts. Hardiness and survivability is the
> hallmark of the shifter paragon and it is rare to see one outside of
> their wilderness homes. Adventures: Shifter paragons often undertake
> adventures in the wilderness when something seems to threaten the
> wilds they live in. They often undertake adventures to rid areas of
> monsters or teach outsiders to respect the land. Many also find homes
> and acceptance among other adventuring parties that they would not
> find in civilized society. Characteristics: Shifter paragons tend to
> be self reliant and proud. They tend to look at others as prey
> animals and will often try to assert their role as alpha. They also
> tend to reach deeper into their animalistic natures, further
> emulating the animal that they feel they have an affinity with. Many
> tend to be quite crude compared to the civilized races but they do
> not put much stock in the opinions of "soft footed city dwellers."
> Alignment: Many shifter paragons follow the law of eat or be eaten.
> To this end many are of neutral alignment, worried more about staying
> alive than petty concerns of law or morality. While individual
> shifter paragons may differ, it is rare to find many that stray too
> far from at least one aspect of neutrality. Religion: Most shifter
> paragons are not terribly religious. If they do have spirituality to
> them it is usually in following the more druidic teachings of the
> Eldeen Reaches. Most simply believe in the innate power of the earth
> and animals themselves than in any god or pantheon. Background: Most
> shifter paragons enter the path simply as a means of staying alive in
> a harsh world. Some simply discover that one day they simply find
> they have more control over their shifting or that their physical
> abilities have increased. Most do not recognize this for what it is,
> simply thinking that they are strong and will most likely survive.
> Most times training to become a shifter paragon is simply a matter of
> living long enough. Races: Shifter paragons have a hard time relating
> to other races as a general rule. They feel most of them have grown
> soft in the cities and are now simply weak prey. Some have respect
> for the halflings of the Talenta Plains, considering them boon allies
> and strong souls. A few also give grudging respect to the dwarves for
> their ability to withstand physical punishment. They are distrustful
> of most other races, though; save for the few who prove that they are
> as strong as the shifter. They are wary of the warforged, sure that
> they mean city encroachment upon their lands. Other Classes: Shifter
> paragons tend to get along well with barbarians, druids and rangers,
> and many take levels in these classes as well. They are indifferent
> to most other classes, but most respect fighters to some extent as
> they can be quite effective warriors. They strongly distrust clerics
> and paladins, fearing another scourge from the Silver Flame. Most
> don't bother to distinguish between Silver Flame clerics and paladins
> and the faithful of other churches. Game Rule Information Shifter
> paragons have the following game statistics. Abilities: Agility and
> physical strength are the attributes most associated with shifters,
> and a high Dexterity and Strength score improve the combat
> effectiveness of the shifter paragon. A high wisdom helps both their
> spellcasting and wilderness skills as well. Alignment: Any, but
> predominantly neutral. Hit Die: d8. Class Skills The shifter
> paragon's class skills (and the key ability for each skill) are
> Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle
> Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Nature)
> (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride
> (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and
> Tumble (Dex). Skill Points at Each Level: 4 + Int modifier Table 1-3:
> The Shifter Paragon Level Base Attack Bonus Fort Save Ref Save Will
> Save Special 1st +1 +2 +2 +0 Feral heritage I, wild empathy 2nd +2 +3
> +3 +0 Improved shifting 3rd +3 +3 +3 +1 Feral heritage II, ability
> boost Class Features All of the following are class features of the
> shifter paragon class. Weapon and Armor Proficiency: Shifter paragons
> are proficient in all simple and martial weapons and light armor.
> Feral Heritage I (Ex): At 1st level a shifter paragon's animalistic
> heritage starts to assert itself, granting further bonuses to
> physical skills. A shifter paragon may add his shifter paragon class
> level as a bonus on all Balance, Climb, Handle Animal, Jump and
> Survival checks. Wild Empathy (Ex): A shifter paragon can improve the
> attitude of an animal. This ability functions just like a Diplomacy
> check to improve the attitude of a person. The shifter paragon rolls
> 1d20 and adds his shifter paragon level and his Wisdom bonus to
> determine the wild empathy check result. The typical domestic animal
> has a starting attitude of indifferent, while wild animals are
> usually unfriendly. To use wild empathy, the shifter paragon and the
> animal must be able to study each other, which means that they must
> be within 30 feet of one another under normal visibility conditions.
> Generally, influencing an animal in this way takes 1 minute, but, as
> with influencing people, it might take more or less time. The shifter
> paragon can also use this ability to influence a magical beast with
> an Intelligence score of 1 or 2, but he takes a –4 penalty on the
> check. Levels in any other class that grant the wild empathy feature
> stack with shifter paragon for the purpose of using this ability.
> Improved Shifting (Su): At 2nd level the shifter paragon may shift
> one additional time per day. In addition, the duration of his
> shifting ability increases by 2 rounds, just as if he had gained 2
> additional shifter feats. Feral Heritage II (Ex): At 3rd level, the
> feral heart of the shifter paragon strengthens further, granting him
> a +4 bonus on wild empathy checks. Ability Boost (Ex): At 3rd level,
> a shifter paragon adds 2 points to the ability represented by his
> primary shifter trait which was selected at 1st level. For example, a
> longtooth shifter would increase his Strength by two points, a
> cliffwalk shifter would increase his Dexterity by 2 points and a
> wildhunt shifter would increase his Constitution by 2 points.
> Alternate Shifter Paragon: At DM and player option, the shifter
> paragon can be given a closer tie to the druid class. Simply make the
> following changes to the class: Change the base attack progression to
> Moderate (+0, +1, +2) and grant an increase to divine spellcasting at
> second and third level.
> Shifter Racial Paragon
> Shifter paragons are often rugged individuals who thrive in areas where others would parish. Their innate abilities help them survive in the wilderness and their feral instincts help them become lords of the beasts. Hardiness and survivability is the hallmark of the shifter paragon and it is rare to see one outside of their wilderness homes.
> Adventures: Shifter paragons often undertake adventures in the wilderness when something seems to threaten the wilds they live in. They often undertake adventures to rid areas of monsters or teach outsiders to respect the land. Many also find homes and acceptance among other adventuring parties that they would not find in civilized society.
> Characteristics: Shifter paragons tend to be self reliant and proud. They tend to look at others as prey animals and will often try to assert their role as alpha. They also tend to reach deeper into their animalistic natures, further emulating the animal that they feel they have an affinity with. Many tend to be quite crude compared to the civilized races but they do not put much stock in the opinions of "soft footed city dwellers."
> Alignment: Many shifter paragons follow the law of eat or be eaten. To this end many are of neutral alignment, worried more about staying alive than petty concerns of law or morality. While individual shifter paragons may differ, it is rare to find many that stray too far from at least one aspect of neutrality.
> Religion: Most shifter paragons are not terribly religious. If they do have spirituality to them it is usually in following the more druidic teachings of the Eldeen Reaches. Most simply believe in the innate power of the earth and animals themselves than in any god or pantheon.
> Background: Most shifter paragons enter the path simply as a means of staying alive in a harsh world. Some simply discover that one day they simply find they have more control over their shifting or that their physical abilities have increased. Most do not recognize this for what it is, simply thinking that they are strong and will most likely survive. Most times training to become a shifter paragon is simply a matter of living long enough.
> Races: Shifter paragons have a hard time relating to other races as a general rule. They feel most of them have grown soft in the cities and are now simply weak prey. Some have respect for the halflings of the Talenta Plains, considering them boon allies and strong souls. A few also give grudging respect to the dwarves for their ability to withstand physical punishment. They are distrustful of most other races, though; save for the few who prove that they are as strong as the shifter. They are wary of the warforged, sure that they mean city encroachment upon their lands.
> Other Classes: Shifter paragons tend to get along well with barbarians, druids and rangers, and many take levels in these classes as well. They are indifferent to most other classes, but most respect fighters to some extent as they can be quite effective warriors. They strongly distrust clerics and paladins, fearing another scourge from the Silver Flame. Most don't bother to distinguish between Silver Flame clerics and paladins and the faithful of other churches.
> Game Rule Information
> Shifter paragons have the following game statistics.
> Abilities: Agility and physical strength are the attributes most associated with shifters, and a high Dexterity and Strength score improve the combat effectiveness of the shifter paragon. A high wisdom helps both their spellcasting and wilderness skills as well.
> Alignment: Any, but predominantly neutral.
> Hit Die: d8.
> Class Skills
> The shifter paragon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
> Skill Points at Each Level: 4 + Int modifier
> Table 1-3: The Shifter Paragon
> Level Base
> Attack Bonus Fort
> Save Ref
> Save Will
> Save Special
> 1st +1 +2 +2 +0 Feral heritage I, wild empathy
> 2nd +2 +3 +3 +0 Improved shifting
> 3rd +3 +3 +3 +1 Feral heritage II, ability boost
> Class Features
> All of the following are class features of the shifter paragon class.
> Weapon and Armor Proficiency: Shifter paragons are proficient in all simple and martial weapons and light armor.
> Feral Heritage I (Ex): At 1st level a shifter paragon's animalistic heritage starts to assert itself, granting further bonuses to physical skills. A shifter paragon may add his shifter paragon class level as a bonus on all Balance, Climb, Handle Animal, Jump and Survival checks.
> Wild Empathy (Ex): A shifter paragon can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The shifter paragon rolls 1d20 and adds his shifter paragon level and his Wisdom bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter paragon and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The shifter paragon can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Levels in any other class that grant the wild empathy feature stack with shifter paragon for the purpose of using t
his ability.
> Improved Shifting (Su): At 2nd level the shifter paragon may shift one additional time per day. In addition, the duration of his shifting ability increases by 2 rounds, just as if he had gained 2 additional shifter feats.
> Feral Heritage II (Ex): At 3rd level, the feral heart of the shifter paragon strengthens further, granting him a +4 bonus on wild empathy checks.
> Ability Boost (Ex): At 3rd level, a shifter paragon adds 2 points to the ability represented by his primary shifter trait which was selected at 1st level. For example, a longtooth shifter would increase his Strength by two points, a cliffwalk shifter would increase his Dexterity by 2 points and a wildhunt shifter would increase his Constitution by 2 points.
> Alternate Shifter Paragon: At DM and player option, the shifter paragon can be given a closer tie to the druid class. Simply make the following changes to the class:
> Change the base attack progression to Moderate (+0, +1, +2) and grant an increase to divine spellcasting at second and third level. |
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Since: Jun 09, 2005 Posts: 2054
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(Msg. 3) Posted: Fri Oct 10, 2008 7:36 am
Post subject: Re: Shifter Paragon Class? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Werebat wrote:
> Mark Blunden wrote:
>
>> "Tetsubo" <tetsubo RemoveThis @comcast.net> wrote in message
>> news:kIidne-PsKtepXrVnZ2dnUVZ_hSdnZ2d@comcast.com...
>>
>>> Is there a Shifter Paragon class?
>>
>>
>> I don't know of any. If it's of any use, Races of Eberron includes
>> Shifter racial substitution levels for Druid, Ranger and Wilder, and two
>> Shifter prestige classes, the Moonspeaker and Reachrunner.
>
>
> There are a few Shifter Paragons out on the internet. Here's the one I
> use (sorry formatting is going to be awful but I have to get to work --
> I'm sending two copies, one wordwrapped and one not):
Thanks, I'll reformat this later and give it a read.
--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller
BLUP |
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Since: Jun 06, 2005 Posts: 1704
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(Msg. 4) Posted: Fri Oct 10, 2008 4:00 pm
Post subject: Re: Shifter Paragon Class? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Tetsubo wrote:
> Werebat wrote:
>
>> Mark Blunden wrote:
>>
>>> "Tetsubo" <tetsubo DeleteThis @comcast.net> wrote in message
>>> news:kIidne-PsKtepXrVnZ2dnUVZ_hSdnZ2d@comcast.com...
>>>
>>>> Is there a Shifter Paragon class?
>>>
>>>
>>> I don't know of any. If it's of any use, Races of Eberron includes
>>> Shifter racial substitution levels for Druid, Ranger and Wilder, and two
>>> Shifter prestige classes, the Moonspeaker and Reachrunner.
>>
>>
>> There are a few Shifter Paragons out on the internet. Here's the one I
>> use (sorry formatting is going to be awful but I have to get to work
>> -- I'm sending two copies, one wordwrapped and one not):
>
> Thanks, I'll reformat this later and give it a read.
You're welcome. I've got them for the other Eberron races too
(including the goblinoids, who make very viable PCs in Eberron).
- Ron ^*^ |
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Since: Jun 09, 2005 Posts: 2054
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(Msg. 5) Posted: Fri Oct 10, 2008 7:15 pm
Post subject: Re: Shifter Paragon Class? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Werebat wrote:
> Tetsubo wrote:
>
>> Werebat wrote:
>>
>>> Mark Blunden wrote:
>>>
>>>> "Tetsubo" <tetsubo.RemoveThis@comcast.net> wrote in message
>>>> news:kIidne-PsKtepXrVnZ2dnUVZ_hSdnZ2d@comcast.com...
>>>>
>>>>> Is there a Shifter Paragon class?
>>>>
>>>>
>>>>
>>>> I don't know of any. If it's of any use, Races of Eberron includes
>>>> Shifter racial substitution levels for Druid, Ranger and Wilder, and
>>>> two
>>>> Shifter prestige classes, the Moonspeaker and Reachrunner.
>>>
>>>
>>>
>>> There are a few Shifter Paragons out on the internet. Here's the one I
>>> use (sorry formatting is going to be awful but I have to get to work
>>> -- I'm sending two copies, one wordwrapped and one not):
>>
>>
>> Thanks, I'll reformat this later and give it a read.
>
>
> You're welcome. I've got them for the other Eberron races too
> (including the goblinoids, who make very viable PCs in Eberron).
>
> - Ron ^*^
Post away.
--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller
BLUP |
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Since: Jun 06, 2005 Posts: 1704
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(Msg. 6) Posted: Sun Oct 12, 2008 8:25 pm
Post subject: Re: Shifter Paragon Class? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Tetsubo wrote:
> Werebat wrote:
>
>> Tetsubo wrote:
>>
>>> Werebat wrote:
>>>
>>>> Mark Blunden wrote:
>>>>
>>>>> "Tetsubo" <tetsubo.RemoveThis@comcast.net> wrote in message
>>>>> news:kIidne-PsKtepXrVnZ2dnUVZ_hSdnZ2d@comcast.com...
>>>>>
>>>>>> Is there a Shifter Paragon class?
>>>>>
>>>>>
>>>>>
>>>>> I don't know of any. If it's of any use, Races of Eberron includes
>>>>> Shifter racial substitution levels for Druid, Ranger and Wilder,
>>>>> and two
>>>>> Shifter prestige classes, the Moonspeaker and Reachrunner.
>>>>
>>>>
>>>>
>>>> There are a few Shifter Paragons out on the internet. Here's the one I
>>>> use (sorry formatting is going to be awful but I have to get to work
>>>> -- I'm sending two copies, one wordwrapped and one not):
>>>
>>>
>>> Thanks, I'll reformat this later and give it a read.
>>
>>
>> You're welcome. I've got them for the other Eberron races too
>> (including the goblinoids, who make very viable PCs in Eberron).
>>
>> - Ron ^*^
>
> Post away.
OK. Sorry if the formats are bad, hopefully those interested can make
sense of them:
Racial Paragon Classes
I’ll be allowing the Racial Paragon classes from Unearthed Arcana, plus
these additional ones for goblinoid and new Eberron races not found in
that book:
Hobgoblin Paragon
Code:
Table: Hobgoblin Paragon
Level BAB Fort Ref Will Special
1 1 +2 +0 +0 Experienced Tactician
2 2 +3 +0 +0 Bonus feat
3 3 +3 +1 +1 Ability boost (+2 Con)
HD: D10
Class Skills: The hobgoblin paragon class skills (and the key ability
for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide
(Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex),
and Swim (Str).
Skill Points at Each Level
2 + Int modifier.
Experienced Tactician (Ex): When a hobgoblin paragon flanks an enemy,
both flankers bonuses rise to +4.
Bonus feat: At 2nd level, a hobgoblin gets a bonus fighter feat that he
meets the requirements for.
Ability Boost (Ex): At 3rd level, a hobgoblin paragon gets a +2 bonus to
Constitution.
Goblin Paragon
Code:
Table: Goblin Paragon
Level BAB Fort Ref Will Special
1 0 +0 +2 +0 Darkstalker
2 1 +0 +3 +0 Precise
3 2 +1 +3 +1 Ability boost (Dex +2)
HD: D6
Class Skills: The goblin paragon’s class skills (and the key ability for
each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device
(Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge
(local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic
Device (Cha), and Use Rope (Dex).
Skill Points at Each Level
6 + Int modifier
Darkstalker (Ex): A first level goblin paragon gets a +2 bonus on Hide
and Move Silently checks. In addition, add 30 ft. to the goblins racial
darkvision.
Precise (Ex): Beginning at 2nd level, choose one class that gains
precision based damage dice (I.E., rogue for sneak attack, scout for
skirmish or sniper shot, etc.). This does not need to be a base class,
and you don't have to have actual levels in the class to gain the extra
damage, but once chosen the extra damage cannot be changed. Add 2 to
your levels in this class to determine your precision based damage.
Ability Boost (Ex): At 3rd level, a goblin paragon's Dexterity score
increases by 2 points.
Bugbear Paragon
Code:
Table: Bugbear Paragon
Level BAB Fort Ref Will Special
1 1 +2 +2 +0 Tough Hide
2 2 +3 +3 +0 Precise
3 3 +3 +3 +1 Ability boost (+2 Str)
HD: D10
Class Skills: The bugbear paragon 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), Search (Int), Spot (Wis),
Survival (Wis), and Swim (Str)
Skill Points at Each Level
4 + Int modifier.
Tough Hide (Ex): At 1st level, a bugbear paragon’s hide toughens to
provide an additional +1 bonus to its natural armor.
Precise (Ex): Beginning at 2nd level, choose one class that gains
precision based damage dice (I.E., rogue for sneak attack, scout for
skirmish or sniper shot, etc.). This does not need to be a base class,
and you don't have to have actual levels in the class to gain the extra
damage, but once chosen the extra damage cannot be changed. Add 2 to
your levels in this class to determine your precision based damage.
Ability Boost (Ex): At 3rd level, a bugbear paragon gets a +2 bonus to
Strength.
Half-Daelkyr Paragon
Code:
Table: Half-Daelkyr Paragon
Level BAB Fort Ref Will Special
1 0 +0 +0 +2 Second Symbiont
2 1 +0 +0 +3 Aberrant Defense, +1 ML/CL
3 2 +1 +1 +3 Ability boost (+2 Any), +1 ML/CL
HD: D6
Class Skills: The half-daelkyr paragon class skills (and the key ability
for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft
(Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (the
planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and
Use Magic Device (Cha).
Skill Points at Each Level
6 + Int modifier.
Second Symbiont (Ex): A half-daelkyr paragon may grow a second personal
symbiont while the first one is still alive, and benefit from both at
the same time. This symbiont follows all of the rules for the first one
regarding type available, etc.
Aberrant Defense (Su): At 2nd level, a half-daelkyr paragon and any
attached symbionts gain DR 2/Byeshk so long as he or she has a symbiont
attached.
Ability Boost (Ex): At 3rd level, a half-daelkyr paragon gets a +2 bonus
to a stat of his or her choosing.
Caster/Manifester Levels: At level 2, a half-daelkyr paragon can choose
one class that grants caster or manifester levels. His/her effective
caster level in that class increases by one, including spells per day,
powers known, etc. At level 3, it increases again by one.
Eberron Racial Paragon Classes
Changeling Paragon
Underworld crime bosses, talented bards and others who make their living
through disguise, word or deception may become changeling paragons. They
know the uses and limitations of their unique abilities and have the
sensibility (or lack of morals) to make use of them. They use their
mutable shapes to their best advantage or the advantage of an employer
and enjoy completing a task through word and guile rather than by blade
alone.
Adventures: Adventure is often the result of a changeling paragon's
desire for a better life or circumstance. Being a cautious race that
considers actions carefully, they often adventure when the situation
calls for it. While on an adventure changeling paragons enjoy using
their shape changing abilities and social skills to gain entrance to
forbidden areas, dupe the gullible or simply win without the use of
steel or magic.
Characteristics: Changeling paragons take caution and planning to a new
height. Always cautious and calculating, they wait for the best and most
opportune time to strike, often observing a target or objective for as
long as they can. If changelings are prudent and cautious their paragons
could be called almost paranoid. They enjoy plotting contingency plans
and usually take the role of "advisor" in an adventuring group.
Alignment: Changeling paragons have a strong tendency toward the neutral
alignments. Most see laws as a manner of "opinion" and many consider
high moral codes or lack of human respect to be too restrictive in their
line of work. While variations certainly exist, these exceptions are
often the result of years of learning and observation.
Religion: Changeling paragons rarely concern themselves with matters of
religion. When one does take up the mantle of divine devotion it is
usually in the form of The Traveler. Some practice the philosophy of the
perfect form, a strange ascetic practice related to shape shifting.
These “seekers of the perfect form” continually strive to find the
perfect shape for their soul.
Background: Changeling paragons learn their skill from long and hard
practice. Only constant use and training can help a changeling paragon
tap into their latent potential. Many changeling paragons start their
lives as bards or rogues and then find that their innate abilities have
begun to grow into something greater. Whatever the path, becoming a
changeling paragon is something that is done, not taught.
Races: Changeling paragons are guarded and tend to trust people on more
of a personal level than a racial one. In general they generally get
along best with halflings, many of whom share the same vocation as
changelings. Some give grudging respect to shifters, seeing them as
wayward shape shifters like themselves. Others deride the shifters,
seeing their shape changing abilities as weak and hardly useful. Most
distrust dwarves, kalashtar, and other more lawfully aligned races.
Other Classes: Changeling paragons generally favor the more stealthy or
worldly of classes. They tend to get along well with rogues and bards
and some wizards (particularly illusionists). Some view rangers with
grudging respect for their skill at stealth but find their social graces
quite lack luster. Most give grudging respect to fighters and clerics,
which they see as necessary for survival in an adventure. Most strongly
distrust paladins and monks, as they often insist upon doing things in a
"lawful" manner, which is quite chafing to a changeling paragon.
Game Rule Information
Changeling paragons have the following game statistics.
Abilities: Changeling paragons often benefit from a high Charisma, which
improves both the effect of their disguises and the believability of
their bluffs. Most also benefit from a high Intelligence and Dexterity,
the better to learn languages and sneak about unnoticed.
Alignment: Any, though most favor neutrality.
Hit Die: d6.
Class Skills
The changeling paragon's class skills (and the key ability for each
skill) are Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move
Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight
of Hand (Dex), Speak Language, Spot (Wis) and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier
Table 1-1: The Changeling Paragon
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +2 +2 Emotional insight, comprehend languages
2nd +1 +0 +3 +3 Detect thoughts, sneak attack +1d6
3rd +2 +1 +3 +3 Ability boost (+2)
Class Features
All of the following are class features of the changeling paragon class.
Weapon and Armor Proficiency: Changeling paragons are proficient with
all simple weapons and with light armor.
Emotional Insight (Ex): At first level a changeling paragon may add his
changeling paragon class level as a racial bonus on all Bluff,
Intimidate and Sense Motive checks. This bonus stacks with the +2 racial
bonus changelings receive.
Comprehend Languages (Sp): At 1st level, a changeling paragon gains the
ability to cast comprehend languages once per day as a spell-like
ability with a caster level equal to his changeling paragon level.
Detect Thoughts (Sp): At 2nd level, a changeling paragon gains the
ability to cast detect thoughts once per day as a spell-like ability
with a caster level equal to his changeling paragon level.
Sneak Attack (Ex): Beginning at 2nd level, a changeling paragon deals an
extra 1d6 points of damage when flanking an opponent or at any time when
the target would be denied its Dexterity bonus. This extra damage
applies to ranged attacks only if the target is within 30 feet. If a
changeling paragon gets a sneak attack bonus from another source (such
as levels of rogue), the bonuses on damage stack.
Ability Boost (Ex): At 3rd level, a changeling paragon increases on
ability score of his choice by 2 points.
Alternate Changeling Paragon: At DM and player option, the changeling
paragon can be given a closer tie to the bard class. Simply replace the
+1d6 sneak attack with a level of bardic spellcasting.
________________________________________
Kalashtar Racial Paragon
Kalashtar are highly spiritual and highly psionic. Such mental and
physical devotion drives kalashtar paragons to the extremes of their
endurance. Many kalashtar paragons are psions, as the race is strongly
tied to the tradition. Most of the truly faithful kalashtar become
racial paragons, as they exemplify the strength and devotion of the race.
Adventures: Kalashtar paragons often undertake adventure in order to
strengthen their mental and physical selves. Many also undertake
adventure to combat the evil in the world, especially the Dreaming Dark.
Kalashtar paragons see adventure as a great test and act accordingly.
Characteristics: Kalashtar paragons are astute, kind and highly
disciplined. They are willing to shoulder ever-increasing burdens to
test their strength and skill. They enjoy social interaction a great
deal and will willing converse with most goodly folk for a length of
time. Many kalashtar practice a martial art and dance form known as the
“Path of Shadows.” This flowing dance is part meditative art and part
martial art.
Alignment: Most kalashtar paragons are lawful good in alignment. Their
rigid self-imposed discipline precludes a lawful alignment and most are
kind hearted. Exceptions do exist, with law reigning predominant over good.
Religion: Nearly all Kalashtar follow the Path of Light. Many strive to
become one with il-Yannah all their lives and kalashtar paragons are no
exception. They are usually strongly devoted to the Great Light and will
often speak of it to others. They also respect the Silver Flame and the
Sovereign Host, but few directly worship them.
Background: Most kalashtar paragons come into the class as a natural
progression of their abilities. Some find that they have become paragons
after better understanding their Quori spirit. A few are guided on the
path by older mentors who have obtained the highest level of the path
themselves.
Races: Kalashtar get along best with other humans given that they can
easily hide among them. They also find company in other goodly races,
but particularly enjoy conversation with elves, which they also see as
introspective. They have a deep hatred for the inspired and many will go
to great lengths to slay them.
Other Classes: Kalashtar paragons tend to get along well with monks and
paladins, both of which share their outlook of personal perfection. Many
also get along well with wizards once they get to know them, seeing them
as wayward psions. They tend to find barbarians and bards a little too
undisciplined for their liking but individual opinions vary. Other
classes tend to be judged as individuals and little common stereotype
exists.
Game Rule Information
Kalashtar paragons have the following game statistics.
Abilities: Intelligence is important for kalashtar paragons, as it
improves their psionic abilities. Charisma aids in impersonating humans
and social interaction. A good constitution score improves a kalashtar
paragon’s ability to take physical punishment.
Alignment: Any, though most favor lawful good.
Hit Die: d6.
Class Skills
The kalashtar paragon's skills (and the key ability for each skill) are
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int),
Diplomacy (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Perform
(Dance) (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis) and
Use Psionic Device (Cha).
Skill Points per Level: 4 + Int modifier.
Table 1-2: The Kalashtar Paragon
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Powers Known
1st +0 +0 +0 +2 Social mastery, bonus psionic feat -
2nd +1 +0 +0 +3 Dual disciplines, mindlink +1 level of psion
3rd +2 +1 +1 +3 Ability boost (Int +2) +1 level of psion
Class Features
All of the following are class features of the kalashtar paragon class.
Weapon and Armor Proficiency: Kalashtar paragons are proficient with all
simple weapons and with light armor.
Powers Known: At 2nd and 3rd level, a kalashtar paragon gains additional
power points per day and access to new powers as if he had raised a
level in the psion class. He does not, however, gain any other benefit a
character of that class would have gained (bonus feats, and so on). This
essentially means that he adds the level of kalashtar paragon to his
level in psion then determines power points per day and new powers known
accordingly.
If a kalashtar paragon has no levels in psion, this class feature has no
effect.
Bonus Psionic Feat: At 1st level a kalashtar paragon may select a bonus
psionic feat that he qualifies for.
Social Mastery (Ex): At 1st level kalashtar paragon may add his
kalashtar paragon class level as a racial bonus on all Bluff, Diplomacy
and Intimidate checks. This bonus stacks with the +2 racial bonus
kalashtar receive.
Dual Disciplines (Ex): At 2nd level a kalashtar paragon may select an
additional discipline in addition to his psion discipline. When he again
raises a level in psion he may add the new disciplines class skills to
his list, may select powers unique to that discipline, and use psionic
items from powers unique to that discipline.
If a kalashtar paragon has no levels in psion, this class feature has no
effect.
Mindlink (Ps): At 2nd level a kalashtar paragon enhances his innate
mindlink ability. A kalashtar paragon may use mindlink one additional
time per day per five class levels as a wilder of his character level.
Ability Boost (Ex): At 3rd level, a kalashtar paragon's Intelligence
score increases by 2 points.
Alternate Kalashtar Paragon: At DM and player option, the kalashtar
paragon can be given a closer tie to the soulknife class. To accomplish
this, simply make the following changes.
Replace the increase in psion manifester levels with the following class
feature:
Augment Mind Blade (Su): If you have the mind blade class feature, you
can add your kalashtar paragon levels to the levels of the class that
grants that feature in order to determine your mind blade’s enhancement
bonus on attack rolls and damage rolls (but not for any other features).
Replace the dual disciplines class feature with the following class feature:
Improved Shape Mind Blade (Su): A kalashtar paragon that has the shape
mind blade class feature may select one melee or thrown weapon in which
he is proficient in. As a full round action the kalashtar psion may
change his mind blade to replicate the chosen weapon.
________________________________________
Shifter Racial Paragon
Shifter paragons are often rugged individuals who thrive in areas where
others would parish. Their innate abilities help them survive in the
wilderness and their feral instincts help them become lords of the
beasts. Hardiness and survivability is the hallmark of the shifter
paragon and it is rare to see one outside of their wilderness homes.
Adventures: Shifter paragons often undertake adventures in the
wilderness when something seems to threaten the wilds they live in. They
often undertake adventures to rid areas of monsters or teach outsiders
to respect the land. Many also find homes and acceptance among other
adventuring parties that they would not find in civilized society.
Characteristics: Shifter paragons tend to be self reliant and proud.
They tend to look at others as prey animals and will often try to assert
their role as alpha. They also tend to reach deeper into their
animalistic natures, further emulating the animal that they feel they
have an affinity with. Many tend to be quite crude compared to the
civilized races but they do not put much stock in the opinions of "soft
footed city dwellers."
Alignment: Many shifter paragons follow the law of eat or be eaten. To
this end many are of neutral alignment, worried more about staying alive
than petty concerns of law or morality. While individual shifter
paragons may differ, it is rare to find many that stray too far from at
least one aspect of neutrality.
Religion: Most shifter paragons are not terribly religious. If they do
have spirituality to them it is usually in following the more druidic
teachings of the Eldeen Reaches. Most simply believe in the innate power
of the earth and animals themselves than in any god or pantheon.
Background: Most shifter paragons enter the path simply as a means of
staying alive in a harsh world. Some simply discover that one day they
simply find they have more control over their shifting or that their
physical abilities have increased. Most do not recognize this for what
it is, simply thinking that they are strong and will most likely
survive. Most times training to become a shifter paragon is simply a
matter of living long enough.
Races: Shifter paragons have a hard time relating to other races as a
general rule. They feel most of them have grown soft in the cities and
are now simply weak prey. Some have respect for the halflings of the
Talenta Plains, considering them boon allies and strong souls. A few
also give grudging respect to the dwarves for their ability to withstand
physical punishment. They are distrustful of most other races, though;
save for the few who prove that they are as strong as the shifter. They
are wary of the warforged, sure that they mean city encroachment upon
their lands.
Other Classes: Shifter paragons tend to get along well with barbarians,
druids and rangers, and many take levels in these classes as well. They
are indifferent to most other classes, but most respect fighters to some
extent as they can be quite effective warriors. They strongly distrust
clerics and paladins, fearing another scourge from the Silver Flame.
Most don't bother to distinguish between Silver Flame clerics and
paladins and the faithful of other churches.
Game Rule Information
Shifter paragons have the following game statistics.
Abilities: Agility and physical strength are the attributes most
associated with shifters, and a high Dexterity and Strength score
improve the combat effectiveness of the shifter paragon. A high wisdom
helps both their spellcasting and wilderness skills as well.
Alignment: Any, but predominantly neutral.
Hit Die: d8.
Class Skills
The shifter paragon's class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Nature)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex),
Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier
Table 1-3: The Shifter Paragon
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +2 +2 +0 Feral heritage I, wild empathy
2nd +2 +3 +3 +0 Improved shifting
3rd +3 +3 +3 +1 Feral heritage II, ability boost
Class Features
All of the following are class features of the shifter paragon class.
Weapon and Armor Proficiency: Shifter paragons are proficient in all
simple and martial weapons and light armor.
Feral Heritage I (Ex): At 1st level a shifter paragon's animalistic
heritage starts to assert itself, granting further bonuses to physical
skills. A shifter paragon may add his shifter paragon class level as a
bonus on all Balance, Climb, Handle Animal, Jump and Survival checks.
Wild Empathy (Ex): A shifter paragon can improve the attitude of an
animal. This ability functions just like a Diplomacy check to improve
the attitude of a person. The shifter paragon rolls 1d20 and adds his
shifter paragon level and his Wisdom bonus to determine the wild empathy
check result. The typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly. To use wild
empathy, the shifter paragon and the animal must be able to study each
other, which means that they must be within 30 feet of one another under
normal visibility conditions. Generally, influencing an animal in this
way takes 1 minute, but, as with influencing people, it might take more
or less time. The shifter paragon can also use this ability to influence
a magical beast with an Intelligence score of 1 or 2, but he takes a –4
penalty on the check. Levels in any other class that grant the wild
empathy feature stack with shifter paragon for the purpose of using this
ability.
Improved Shifting (Su): At 2nd level the shifter paragon may shift one
additional time per day. In addition, the duration of his shifting
ability increases by 2 rounds, just as if he had gained 2 additional
shifter feats.
Feral Heritage II (Ex): At 3rd level, the feral heart of the shifter
paragon strengthens further, granting him a +4 bonus on wild empathy checks.
Ability Boost (Ex): At 3rd level, a shifter paragon adds 2 points to the
ability represented by his primary shifter trait which was selected at
1st level. For example, a longtooth shifter would increase his Strength
by two points, a cliffwalk shifter would increase his Dexterity by 2
points and a wildhunt shifter would increase his Constitution by 2 points.
Alternate Shifter Paragon: At DM and player option, the shifter paragon
can be given a closer tie to the druid class. Simply make the following
changes to the class:
Change the base attack progression to Moderate (+0, +1, +2) and grant an
increase to divine spellcasting at second and third level.
________________________________________
Warforged Racial Paragon
Of all of the free races upon the face of Eberron the Warforged are
perhaps the most unique. These living constructs face a unique position
of being a newly created race without a cultural history and in need of
direction now that the way they were created for is over. While most of
the people of Eberron see them as little more than obsolete constructed
soldiers created for a now defunct war, the few warforged paragons are
beginning to change public opinion slowly. Warforged paragons are
shining examples of the warforged, living proof that even those races
that are created, not born, can change and improve themselves.
Adventures: With the end of the Last War warforged have found themselves
in a rather unique position. The war for which they were built has ended
and now they must seek a way to earn their way in the world. A great
many turn to the life of an adventurer, where their companions value
their skills and treat them a bit better than the common populace. Still
others are virtually forced into the role when no one will hire them for
a different job.
Characteristics: Warforged paragons are virtually all unique in some
manner or another. Most have taken to modifying their bodies in unique
ways to show that they are different, while others take up unusual
classes instead. Most share a drive to accomplish some goal and a great
many have been called a bit more "emotional" than the standard
warforged. Yet others have been described as less emotional as they seek
to become perfect warriors.
Alignment: Virtually all warforged paragons are neutral in some manner.
While variations do exist, it is well known that they were created to
kill, not make moral distinctions. Most favor at least one aspect of
neutrality in their alignment, and most are true neutral.
Religion: Warforged are by and large not very religious. They tend to
see the gods as something distant and being a young race have not had
time to develop a religion or cult of their own. A smaller sect,
however, revere the Lord of Blades as a deity. For the most part
religion is something that most warforged paragons have not had time to
consider or wonder about.
Background: Most warforged paragons started upon their path after the
Last War when they were given freedom. Many begin the path through body
modification or the unlocking of a hidden property. A few are shown the
way from older warforged, many of whom became paragons during the Last War.
Races: Warforged paragons are generally guarded with other races.
Perhaps the memories of the Last War are too fresh or they simply have
no wish to be enslaved again. Whatever the reason they generally take
time to trust any person of any race on an equal basis. Those who follow
the Lord of Blades have nothing less than hatred for the other "fleshy"
races.
Other Classes: Warforged tend to get along well with other martial
classes but have trouble understanding some of the more spiritual ones.
Most tend to realize the value of artificers and they tend to travel
with them more frequently. Most have little understanding of the psionic
classes and treat them as they would any other spellcaster.
Game Rule Information
Warforged paragons have the following game statistics.
Abilities: Strength and Constitution allow a warforged paragon to
continue fighting for longer and to deal more damage. Dexterity allows a
warforged paragon to dodge blows and spells easier.
Alignment: Any, but predominately neutral.
Hit Die: d10.
Class Skills
The warforged paragon's class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str),
Profession (Wis) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier
Table 1-4: The Warforged Paragon
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special
1 +1 +2 +0 +0 Superior Vision
2 +2 +3 +0 +0 Bonus feat, magical insight
3 +3 +3 +1 +1 Ability boost (Con +2)
Class Features
All of the following are class features of the warforged paragon class.
Weapon and Armor Proficiency: Warforged paragons are proficient in all
simple and martial weapons, light, medium and heavy armors and shields
(but not tower shields).
Superior Vision (Ex): At 1st level a warforged paragon gains both low
light vision and 60’ darkvision.
Bonus Feat: At 2nd level a warforged paragon may either select a bonus
fighter feat or a bonus warforged feat for which he meets the prerequisites.
Magical Insight (Ex): At 2nd level a warforged paragon gains a +2 racial
bonus on all Appraise, Craft and Use Magic Device checks that relate to
constructs and magic items.
Ability Boost (Ex): At 3rd level a warforged paragon's Constitution
improves by +2.
Alternate Warforged Paragon: At DM and player option, the warforged
paragon can be given a closer tie to the artificer class. Simple remove
the bonus feat at second level and instead grant +1 artificer caster level. |
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