Ralasha
2011-01-13, 02:10 PM
The Racial Paragons thus given by wizards for 3.5 are rather... impotent. This will be an attempt to make them, at least somewhat, more worthwhile.
To Do List:
Aasimar
Changeling
Dragonborn
Dragonwrought
Dwarf
Elan
Elf
Gnome
Goliath
Human
Halfling
Half-Dragon
Half-Elf
Half-Orc
Kobold
Shifter
Spellscale
Tiefling
Warforged
The Dragonborn (of Bahamut) Paragon: (Has no ideas for humorous or inspirational dialogue this time.) So, I'll just get to it. Please note however, this paragon is for the Dragonborn of Bahamut. Not Tiamat's equivalent spawn.
Special: A Dragonborn (of Bahamut) Paragon may still take levels in paragon for its original race.
Requirement: Must be Dragonborn. Loss of the Dragonborn template causes these levels to remain, but as dead levels, losing all special abilities of this class until such time as the template is regained. The only exception: becoming a Dragonborn of Tiamat.
HD: D12
Skills: The Class Skills for a Dragonborn: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge <Arcana> (Int), Knowledge <Religion> (Int), Profession (Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | +4 Dodge vs Dragons, +2 Con
2 | +1 | +3 | +3 | +3 | Body Adaption
3 | +2 | +3 | +3 | +3 | Additional Draconic Aspect[/table]
I'm totally making racial levels for Dragonborn, just to make it a little better as a player race, granted it will probably end up as a LA+3o/r4, but, it should be... better. :smallbiggrin:
Weapon and Armor Proficiencies: As Original Favored Class. (Before ritual.)
Dodge Bonus: The dragonborn's racial dodge bonus vs dragons improves from +2 to +4.
Ability Bonus: The Dragonborn is more resilient than even other, normal dragonborn.
Body Adaptation: The Dragonborn Paragon gains a +2 bonus to dexterity, for having become used to its new form.
Additional Draconic Aspect: The Dragonborn Paragon may now choose one of the three options it had when it became a dragonborn. It must chose a different aspect than the one it already possesses.
The Dragonwrought Paragon: Just as some few of the other races are more as the ancients of legend, so are some Dragonwrought Kobolds closer to their ancient predecessors.
Special: A dragonwrought Kobold may take levels in Kobold Paragon or Half-Dragon Pagaon as well as this class. The character must chose one to take.
Requirement:
Feat: Dragonwrought
/requirements
HD: D6
Skills: The class skills for a Dragonwrought Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: Geology (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
*For a kobold paragon disabling traps and similar devices is as natural as hiding, or creating traps. For this reason Disable device is a Dexterity based skill for all Kobold Paragons, including Dragonwrought.
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Wings, +2 Strength, Specific Draconic Traits
2 | +1 | +3 | +3 | +3 | Fly 30' (Poor), Immunity (Sleep), +2 Constitution
3 | +2 | +3 | +3 | +3 | Fly 60' (Average), Dragon's Breath, +2 Strength[/table]
Wings: Dragonwrought Paragons all have wings. These wings allow the dragonwrought to glide, and prevent damage from falling any distance so long as its wings are not bound, and are free to unfurl. Even if the character is unconcious.
Stat Increases: Dragons are physically powerful, Dragonwrought are, for all intents and purposes dragons, paragons become much closer to their ancient kin than ordinary dragonwrought. Gaining strength that balances out against their weakness.
Specific Draconic Traits: Dragonwrought Paragons' display the markings of their ancestors, and gain physical traits based upon their ancestry. These traits can be found on a table at the bottom of this article.
In addition, the dragonwrought kobold counts as half-dragon for the purpose of qualifying for feats.
Flight: Dragonwrought Paragons gain strength in their wings, just as they do in their bodies. The Dragonwroughts wings are now strong enough to fly with a light load. At the maneuverability described above at 2nd level. At 3rd level they are capable of flight with a medium load, and their maneuverability improves, as according to the table above.
Immunity: Dragonwrought Paragons are far more in tune with their ancient ancestors than other Dragonwrought. As such they gain immunity to sleep just as a dragon has.
Dragons Breath: The Dragonwrought Paragon gains the ability to use a breath weapon once per day. The type of breath weapon is the same as that of the type of dragon the paragon is descended from. This breath weapon is normally usable only once per day, and deals d4's instead of d8's. For purposes of determining saves treat levels in this class, kobold paragon and half-dragon paragon as dragon hit dice.
Dragon Types: All Dragonwrought Kobolds gain a tail.{table] Type | Energy Type | Coloration | Alignment
Amethyst | Force | Transparent Violet | Any Neutral
Battle | Sonic | Chrome | Any Good
Black | Acid | Opaque Black | Any non good
Blue | Electricity | Opaque Blue | Any non-lawful
Brass | Fire | Tarnished Brass | Any good
Bronze | Electricity | Polished Bronze | Any non-evil
Chaos | Random | randomly changing | Any
Copper | Acid | Polished Copper | Any Good/Chaotic
Crystal | Positive | Transparent White | Any non-extreme
Deep | Negative | Transparent Black | Any non-good
Emerald | Sonic | Transparent Green | Any Neutral
Ethereal | Typeless | Shiny, Transparent, Shifting | Any Lawful
Force | Force | Transparent Indigo | Any Neutral
Gold | Fire | Brilliant Gold | Neutral good, Lawful good or Lawful Neutral
Green | Acid | Dull Green | Neutral evil or true Neutral
Oceanus | Electricity | Blue and white | Any Neutral or Chaotic
Platinum | (Any one type of energy) | Platinum | Good
Prismatic | Light | All, simultaneous | Any
Pyroclastic | half Fire/Sonic | Red/grey | Any Lawful
Radiant | Light | Shimmering white | any Good
Red | Fire | Deep Red | Any Evil
Rust | acid | Rust | Any non-lawful
Sand | Half Fire/Acid | Light Brown | Any non-chaotic
Sapphire | Electricity | Transparent Blue and White | Any Extreme
Shadow | Negative | Transparent Black | Any Lawful or Evil
Silver | Cold | Silver | Any good
Topaz | Cold | Transparent gold | Any extreme
White | Cold | Dull White | Any non-good[/table]
The Dwarf Paragon:Dwarves are intended to be hardy, slow to tire, and resistant to magic. Paragons should be more so.
HD: D10
Skills:
Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha) Intimidate (Cha), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geology (Int), Knowledge: History (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis).
Skill Points at 1st level: 2+Int Mod x4
Skill Points at each additional Level: 2+Int Mod
{table] Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +0 | +2 | +2 Constitution, Improved Stonecunning, Craft Expertise
2| +2 | +3 | +0 | +3 | Improved Darkvision (+30'), Save Bonuses
3| +3 | +3 | +1 | +3 | +2 Constitution, Tireless[/table]
Ability Boosts: Dwarves are hardy, and long lived. Wisdom comes with age, but those known as paragons often exhibit these natural traits more strongly, and develop them more quickly than others of their kind.
Improved Stonecunning: A Dwarven Paragon's racial bonus on search checks to notice unusual stonework, increases by 4. The distance at which it gains a search check for coming near an example of unusual stonework improves to 30'. In addition, he always knows what direction True North lies in.
Craft Expertise: A Dwarven Paragon adds his class level on all Craft and Appraise checks related to stone, or metal items. In addition, the Dwarven Paragon gains an additional +1 to this bonus for every 3 levels after he finishes this class.
Improved Darkvision: The dwarven paragon's distance for darkvision improves by 30'. In addition, when within 15' the Dwarven Paragon can still distinguish color, even in total darkness.
Save Bonus: The dwarven paragon is more resilient against poisons, diseases, and even magic than a normal dwarf. They gain an additional +1 racial bonus per level of this class, and an additional +1 for every 4 levels after they have finished this class.
Tireless: The dwarven paragon does not tire easily. Whenever a fortitude save is required to stave off fatigue the dwarven paragon may choose to take a 20. If a check is required to stave off exhaustion, the paragon may roll a fortitude save against fatigue normally instead, if this save fails, the dwarf is fatigued, not exhausted.
The Elf Paragon:
Hit Dice: D6
Skills: Balance (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: 6+Int Mod x4
Skill Points at each level after 1st: 6+Int Mod
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +1 | +2 | +2 Dexterity, +1 Caster Level
2 | +1 | +0 | +2 | +3 | Improved Racial Weapon Bonuses, +1 Caster Level
3 | +2 | +1 | +2 | +3 | +2 Dexterity, Superior Finesse[/table]
The Elven Paragon:
Ability Bonuses: Elves are Dexterous.
Caster Level: The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
Improved Racial Weapon Bonuses: The Elven paragon gains a bonus to attack and damage equal to its Elven Paragon levels when using the Longbow, Shortbow, Longsword, Elven Telo or Rapier.
Superior Finesse: The Elven Paragon may apply its dexterity modifier as an ability bonus to damage with ranged weapons, or as a precision bonus to damage with melee weapons.
The Goliath Paragon:Goliaths are bigger than most other medium sized races, stronger and more resilient in general. In addition due to their native habitat, they have the ability to move among crags and peaks more easily that others. The Goliath Paragon can do so as easily as others walk.
Hit Dice: D10
Skills: The Goliath Paragon's Skills are as follows:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge Geography (Int), Knowledge Local (Int), Knowledge Nature (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (If this is taken at first level) 6+Int Mod x4.
Skill Points at each level after first: 6+Intelligence Modifier.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +0 | +1 | Improved Mountain Movement,
2 | +1 | +3 | +1 | +2 | +2 Str, Indomitable
3 | +2 | +3 | ++1 | +2 | +2 Con, Mountain Movement Mastery[/table]
The Goliath Paragon:
Improved Mountain Movement: At the first level of Goliath Paragon, and each level after first, the goliath gains it's levels in this class as a bonus to all climb, jump and tumble checks.
Ability Bonuses: Goliaths, being descended directly from giants are stronger and more resilient than most other races, Paragons are more so, being closer to their true nature.
Indomitable: A Goliath Paragaon counts as huge for determining how much weight it may carry, the size of weapons it may wield and when beneficial in combat. As though it's powerful build racial feature made it count as huge (which it now does).
Mountain Movement Mastery: A Goliath Paragon of 3rd level and higher may take a 20 on any climb, jump, or tumble checks, even while threatened, under duress, strain, or while distracted.
The Halfling Paragon:Halflings are supposed to be fearless, that is why they gain a bonus versus fear... so should not a paragon of a fearless race be near impervious to the effects of fear? I think so.
Hit Dice: D6
Skills: The Halfling Paragon's Skill are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +2 | +1 | Athletic Prowess, Lucky
2 | +1 | +0 | +3 | +2 | +2 Dex, Thrown Weapon Mastery
3 | +2 | +1 | +3 | +2 | +2 Dex, Fearless[/table]
The Halfling Paragon:
Athletic Prowess: The Halfling Paragon gains a +1 racial bonus to balance, climb, jump, swim and tumble per level of halfling paragon, and an additional +1 per 3 character levels after.
Lucky: Halflings are often said to have more than their own measure of luck. Halfling Paragons gain an additional +1 racial bonus to all saves per level of Halfling Paragon. This bonus stacks with any others. At 3rd level the Halfling Paragon may choose to reroll any 1 failed save per day.
Stat Bonus: Halflings are agile. Paragons far more so.
Thrown Weapon Mastery: The Halfling Paragon adds its Paragon levels to all attack, and damage rolls with thrown weapons.
Fearless: Whenever the Halfling Paragon would fail a save versus fear, it is instead shaken. Whenever the Halfling Paragon succeeds on a save versus fear, the effects are instead negated.
Half-Dragon Paragon: Half-dragons are perhaps one of the most potent of demi-humans. Both physically and mentally powerful, a force to be reckoned with. (This one will be more than 3 levels. Sorry.)
Special: Half-Dragon Paragon Levels count as Dragon Hit dice for purposes of qualifying for feats, gaining skills, and improving saves.
Hit Dice: D12
Skills: As Dragon Hit Dice (MMI)
{table]Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +2 | +2 | Magical Blood, +2 Strength
2 | +2 | +3 | +3 | +3 | Wings, +2 Constitution
3 | +3 | +3 | +3 | +3 | Immunity to Paralysis, +2 Intelligence
4 | +4 | +4 | +4 | +4 | See Invisibility, +2 Charisma
5 | +5 | +4 | +4 | +4 | Alter Self, Aura of Fear, Immunity: Charm
6 | +6 | +5 | +5 | +5 | Deeper Darkvision, +2 Strength, +2 Con[/table]
The Half-Dragon Paragon:
Magical Blood: Levels in this class count towards caster level and spells per day for the first arcane casting class the Half-Dragon Paragon takes. If the Half-Dragon Paragon already has an arcane casting class this ability applies to that class. If the Half-Dragon Paragon has more than one Arcane Casting Class the player must pick one.
Ability Bonuses: Half-Dragon Paragons are far more powerful than their mortal kin.
Wings: All Half-Dragon Paragon's have wings, assuming that the base dragon has wings, in either case, they gain the ability to fly at twice their base land speed. Applicable Modifiers are added after calculating base flight speed. They may carry up to a medium load, and fly in heavy armor.
Immunity:
Paralysis: Half-Dragon Paragons cannot be held in place by such weak and futile attempts.
Charm: Half-Dragon Paragons are not lured by your charms.
See Invisibility: Half-Dragon Paragons have a supernatural ability to see through magical concealment. The Half-Dragon makes a Will Save against the spell as though the spell were attempting to effect it. Success means the Half-Dragon is not fooled, and can see you. If it Fails it does not see through the invisibility.
Alter Self: A Half-Dragon Paragon can change its appearance at will, as though using the spell Alter Self.
Aura of Fear: The Half-Dragon has an Aura of Fear with a DC of 10+(1/2 ECL)+Charisma Modifier.
Deeper Darkvision: The Half-Dragon Paragon can see through any form of darkness, as though it were instead bright illumination. This includes magical darkness, and areas of Low-Light.
The Human Paragon: I am unsure as yet, of whether I will be making multiple variant human paragons, one for each character archetype, or just one. Probably just 1. Here goes.
Hit Dice: D8
Skills: as chosen by player, humans learn quickly, and easily apply themselves to any field they so desire.
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +1 | +1 | +1 | Feats, +1 Caster Level
2 | +1 | +2 | +2 | +2 | Additional Class Skill, Feat, +1 Caster Level
3 | +2 | +2 | +2 | +2 | +2 to any Stat, Feat, Additional Class Skill[/table]
The Human Paragon:
Explanation of Saves: A medium between poor, and good, humans are supposed to be more adaptable, and more versatile than other races, as such, while not intended to be more powerful, this allows them to be more versatile. They gain Average Saves.
Feats: Humans are supposed to be capable of learning things more quickly, as such they gain bonus feats as a human does at first level, at every level of Human Paragon, this is in addition to the standard bonus feat for being human at first level, if this class is taken at first level. A paragon is more so than normal. Thus a Human Paragon is More Human than Human.
Additional Class Skill: The Human Paragon not only gains an additional skill point per level on a permanent basis, but may choose 1 skill, either trained only, or cross class, even skills not normally available. The character may treat this skill from the point it is picked onwards, as a class skill.
Caster Level: The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
+2 to Any Stat: The human paragon gains a racial bonus to any one of the 6 primary statistics. This is permanent.
The Kobold Paragon: Kobolds are often used as a race by players, and I have noticed the closest thing to a paragon for kobolds ia a line of feats in Races of the Dragon. I could be mistaken, but I am making this anyway.
Hit Dice: D6
Skills: The class skills for a Kobold Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: Geology (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
*For a kobold paragon disabling traps and similar devices is as natural as hiding, or creating traps. For this reason Disable device is a Dexterity based skill for all Kobold Paragons.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +1 | +1 | +1 | Manual Expertise, +2 Dexterity
2 | +1 | +2 | +2 | +2 | +1 Caster Level, Darkvision +30', Lowlight Vision
3 | +2 | +2 | +2 | +2 | +2 Charisma, +1 Caster Level, Daylight Adaptation[/table]
The Kobold Paragon:
Manual Expertise: A kobold paragon may add their class level as a racial bonus on Craft (trapmaking), Profession (mining), and Search checks. This bonus counts as ranks in those skills.
Ability Bonuses: Kobolds are normally dexterous, Paragons are more so, and paragon kobolds are somewhat closer to their ancient draconic ancestors than most other kobolds, though not as close as a Dragonwrought.
Cast Level:The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
Darkvision: The Kobold Paragon's darkvision expands by 30'. meaning they can now see 30 feet farther is near or comeplete darkness.
Low-Light Vision: The Kobold Paragon may see twice as far as its darkvision in low light or similar conditions of poor illumination.
Daylight Adaptation: The kobold Paragon no longer suffers penalties from daylight or other similar effects or sources of bright illumination.
The Tiefling Paragon:
HD: D6
Skills: The class skills for a Tiefling Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: The Planes (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +2 | +0 | Improved Resistance, +2 Intelligence, Skill Bonus
2 | +1 | +1 | +3 | +1 | Improved Resistance, +2 Charisma, Darkness
3 | +2 | +1 | +3 | +1 | Improved Resistance, +2 Dexterity, Superior Darkvision[/table]
Improved Resistance: At each level the Tiefling must pick 1 energy type: Fire, Cold or Electricity Once chosen this type cannot be changed. In addition the same energy type may not be chosen more than once. The Tieflings energy resistance versus the element chosen improves from 5 to 10.
Ability Bonus: Tieflings are naturally charismatic, agile, and intelligent.
Skill Bonus: A Tiefling paragon adds 1 plus its levels in this class to its hide move silently, and bluff checks. At level 3 this bonus becomes totals to +4.
Darkness: Once per day as a supernatural ability the Tielfing Paragon may create darkness, with a caster level equal to its hit dice. This is otherwise the same as the 3rd level spell of the same name. At Third level this ability is replaced by Deeper Darkness.
Superior Darkvision: The Tiefling Paragon is capable of seeing in any form of darkness. This includes magical darkness which is not normally pierced by darkvision. The range of this darkvision is 60'.
Warforged Paragon: Warforged are living constructs. Hardy, resilient, tenacious; many words can fit this race.
Hit Die: D10 (As construct)
Skills: The class skills for a Warforged Paragon: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: History (Int), Knowledge: Local (Int), Knowledge: Religion (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +0 | +2 | Improved Body, +2 Constitution
2 | +2 | +3 | +1 | +3 | Improved Damage Reduction, Low Light Vision
3 | +3 | +3 | +1 | +3 | Improved Fortification, +2 Constitution, Darkvision [/table]
The Warforged Paragon:
Improved Body: Through some extraordinary circumstance, this warforged is built better than most others. It's armor bonus from body type, natural or otherwise improves by 1 per level of Warforged Paragon.
Statistical Bonuses: Warforged are built more toughly than most other races, the paragons make them look frail in comparison.
Improved Damage Reduction: Beginning with a +2 at level 2, and ending with a +3 at level 3. Warforged Paragon gain improved Damage reduction, granting them better damage reduction, or Damage reduction as noted above if they do not already have it. Thus an unarmored Warforged, normally not given Damage Reduction would gain DR 2/- at level two. Where as a Warforged with Adamantine Body would find itself having DR 5/adamantine. This changes Damage reduction type.
Low-Light Vision: The Warforged Paragon gains Low Light vision as though it were a standard construct.
Improved Fortification: The Warforged Paragon gains better Fortification. This improves their current Fortification by 25%, or grants them Light Fortification if they did not already have it.
Darkvision: The Warforged Paragon gains Darkvision as though it were a standard construct.
If you have a request, and would like to see me make a paragon of a race that is not already on the 'to do list', add a reply, and I'll see what I can do. If I have not finished a Paragon that is in the to do list, I am working on it. Relax.
Also in the works: Expanded Dragon Disciple PrC's.
To Do List:
Aasimar
Changeling
Dragonborn
Dragonwrought
Dwarf
Elan
Elf
Gnome
Goliath
Human
Halfling
Half-Dragon
Half-Elf
Half-Orc
Kobold
Shifter
Spellscale
Tiefling
Warforged
The Dragonborn (of Bahamut) Paragon: (Has no ideas for humorous or inspirational dialogue this time.) So, I'll just get to it. Please note however, this paragon is for the Dragonborn of Bahamut. Not Tiamat's equivalent spawn.
Special: A Dragonborn (of Bahamut) Paragon may still take levels in paragon for its original race.
Requirement: Must be Dragonborn. Loss of the Dragonborn template causes these levels to remain, but as dead levels, losing all special abilities of this class until such time as the template is regained. The only exception: becoming a Dragonborn of Tiamat.
HD: D12
Skills: The Class Skills for a Dragonborn: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge <Arcana> (Int), Knowledge <Religion> (Int), Profession (Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | +4 Dodge vs Dragons, +2 Con
2 | +1 | +3 | +3 | +3 | Body Adaption
3 | +2 | +3 | +3 | +3 | Additional Draconic Aspect[/table]
I'm totally making racial levels for Dragonborn, just to make it a little better as a player race, granted it will probably end up as a LA+3o/r4, but, it should be... better. :smallbiggrin:
Weapon and Armor Proficiencies: As Original Favored Class. (Before ritual.)
Dodge Bonus: The dragonborn's racial dodge bonus vs dragons improves from +2 to +4.
Ability Bonus: The Dragonborn is more resilient than even other, normal dragonborn.
Body Adaptation: The Dragonborn Paragon gains a +2 bonus to dexterity, for having become used to its new form.
Additional Draconic Aspect: The Dragonborn Paragon may now choose one of the three options it had when it became a dragonborn. It must chose a different aspect than the one it already possesses.
The Dragonwrought Paragon: Just as some few of the other races are more as the ancients of legend, so are some Dragonwrought Kobolds closer to their ancient predecessors.
Special: A dragonwrought Kobold may take levels in Kobold Paragon or Half-Dragon Pagaon as well as this class. The character must chose one to take.
Requirement:
Feat: Dragonwrought
/requirements
HD: D6
Skills: The class skills for a Dragonwrought Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: Geology (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
*For a kobold paragon disabling traps and similar devices is as natural as hiding, or creating traps. For this reason Disable device is a Dexterity based skill for all Kobold Paragons, including Dragonwrought.
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Wings, +2 Strength, Specific Draconic Traits
2 | +1 | +3 | +3 | +3 | Fly 30' (Poor), Immunity (Sleep), +2 Constitution
3 | +2 | +3 | +3 | +3 | Fly 60' (Average), Dragon's Breath, +2 Strength[/table]
Wings: Dragonwrought Paragons all have wings. These wings allow the dragonwrought to glide, and prevent damage from falling any distance so long as its wings are not bound, and are free to unfurl. Even if the character is unconcious.
Stat Increases: Dragons are physically powerful, Dragonwrought are, for all intents and purposes dragons, paragons become much closer to their ancient kin than ordinary dragonwrought. Gaining strength that balances out against their weakness.
Specific Draconic Traits: Dragonwrought Paragons' display the markings of their ancestors, and gain physical traits based upon their ancestry. These traits can be found on a table at the bottom of this article.
In addition, the dragonwrought kobold counts as half-dragon for the purpose of qualifying for feats.
Flight: Dragonwrought Paragons gain strength in their wings, just as they do in their bodies. The Dragonwroughts wings are now strong enough to fly with a light load. At the maneuverability described above at 2nd level. At 3rd level they are capable of flight with a medium load, and their maneuverability improves, as according to the table above.
Immunity: Dragonwrought Paragons are far more in tune with their ancient ancestors than other Dragonwrought. As such they gain immunity to sleep just as a dragon has.
Dragons Breath: The Dragonwrought Paragon gains the ability to use a breath weapon once per day. The type of breath weapon is the same as that of the type of dragon the paragon is descended from. This breath weapon is normally usable only once per day, and deals d4's instead of d8's. For purposes of determining saves treat levels in this class, kobold paragon and half-dragon paragon as dragon hit dice.
Dragon Types: All Dragonwrought Kobolds gain a tail.{table] Type | Energy Type | Coloration | Alignment
Amethyst | Force | Transparent Violet | Any Neutral
Battle | Sonic | Chrome | Any Good
Black | Acid | Opaque Black | Any non good
Blue | Electricity | Opaque Blue | Any non-lawful
Brass | Fire | Tarnished Brass | Any good
Bronze | Electricity | Polished Bronze | Any non-evil
Chaos | Random | randomly changing | Any
Copper | Acid | Polished Copper | Any Good/Chaotic
Crystal | Positive | Transparent White | Any non-extreme
Deep | Negative | Transparent Black | Any non-good
Emerald | Sonic | Transparent Green | Any Neutral
Ethereal | Typeless | Shiny, Transparent, Shifting | Any Lawful
Force | Force | Transparent Indigo | Any Neutral
Gold | Fire | Brilliant Gold | Neutral good, Lawful good or Lawful Neutral
Green | Acid | Dull Green | Neutral evil or true Neutral
Oceanus | Electricity | Blue and white | Any Neutral or Chaotic
Platinum | (Any one type of energy) | Platinum | Good
Prismatic | Light | All, simultaneous | Any
Pyroclastic | half Fire/Sonic | Red/grey | Any Lawful
Radiant | Light | Shimmering white | any Good
Red | Fire | Deep Red | Any Evil
Rust | acid | Rust | Any non-lawful
Sand | Half Fire/Acid | Light Brown | Any non-chaotic
Sapphire | Electricity | Transparent Blue and White | Any Extreme
Shadow | Negative | Transparent Black | Any Lawful or Evil
Silver | Cold | Silver | Any good
Topaz | Cold | Transparent gold | Any extreme
White | Cold | Dull White | Any non-good[/table]
The Dwarf Paragon:Dwarves are intended to be hardy, slow to tire, and resistant to magic. Paragons should be more so.
HD: D10
Skills:
Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha) Intimidate (Cha), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geology (Int), Knowledge: History (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis).
Skill Points at 1st level: 2+Int Mod x4
Skill Points at each additional Level: 2+Int Mod
{table] Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +0 | +2 | +2 Constitution, Improved Stonecunning, Craft Expertise
2| +2 | +3 | +0 | +3 | Improved Darkvision (+30'), Save Bonuses
3| +3 | +3 | +1 | +3 | +2 Constitution, Tireless[/table]
Ability Boosts: Dwarves are hardy, and long lived. Wisdom comes with age, but those known as paragons often exhibit these natural traits more strongly, and develop them more quickly than others of their kind.
Improved Stonecunning: A Dwarven Paragon's racial bonus on search checks to notice unusual stonework, increases by 4. The distance at which it gains a search check for coming near an example of unusual stonework improves to 30'. In addition, he always knows what direction True North lies in.
Craft Expertise: A Dwarven Paragon adds his class level on all Craft and Appraise checks related to stone, or metal items. In addition, the Dwarven Paragon gains an additional +1 to this bonus for every 3 levels after he finishes this class.
Improved Darkvision: The dwarven paragon's distance for darkvision improves by 30'. In addition, when within 15' the Dwarven Paragon can still distinguish color, even in total darkness.
Save Bonus: The dwarven paragon is more resilient against poisons, diseases, and even magic than a normal dwarf. They gain an additional +1 racial bonus per level of this class, and an additional +1 for every 4 levels after they have finished this class.
Tireless: The dwarven paragon does not tire easily. Whenever a fortitude save is required to stave off fatigue the dwarven paragon may choose to take a 20. If a check is required to stave off exhaustion, the paragon may roll a fortitude save against fatigue normally instead, if this save fails, the dwarf is fatigued, not exhausted.
The Elf Paragon:
Hit Dice: D6
Skills: Balance (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: 6+Int Mod x4
Skill Points at each level after 1st: 6+Int Mod
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +1 | +2 | +2 Dexterity, +1 Caster Level
2 | +1 | +0 | +2 | +3 | Improved Racial Weapon Bonuses, +1 Caster Level
3 | +2 | +1 | +2 | +3 | +2 Dexterity, Superior Finesse[/table]
The Elven Paragon:
Ability Bonuses: Elves are Dexterous.
Caster Level: The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
Improved Racial Weapon Bonuses: The Elven paragon gains a bonus to attack and damage equal to its Elven Paragon levels when using the Longbow, Shortbow, Longsword, Elven Telo or Rapier.
Superior Finesse: The Elven Paragon may apply its dexterity modifier as an ability bonus to damage with ranged weapons, or as a precision bonus to damage with melee weapons.
The Goliath Paragon:Goliaths are bigger than most other medium sized races, stronger and more resilient in general. In addition due to their native habitat, they have the ability to move among crags and peaks more easily that others. The Goliath Paragon can do so as easily as others walk.
Hit Dice: D10
Skills: The Goliath Paragon's Skills are as follows:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge Geography (Int), Knowledge Local (Int), Knowledge Nature (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (If this is taken at first level) 6+Int Mod x4.
Skill Points at each level after first: 6+Intelligence Modifier.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +0 | +1 | Improved Mountain Movement,
2 | +1 | +3 | +1 | +2 | +2 Str, Indomitable
3 | +2 | +3 | ++1 | +2 | +2 Con, Mountain Movement Mastery[/table]
The Goliath Paragon:
Improved Mountain Movement: At the first level of Goliath Paragon, and each level after first, the goliath gains it's levels in this class as a bonus to all climb, jump and tumble checks.
Ability Bonuses: Goliaths, being descended directly from giants are stronger and more resilient than most other races, Paragons are more so, being closer to their true nature.
Indomitable: A Goliath Paragaon counts as huge for determining how much weight it may carry, the size of weapons it may wield and when beneficial in combat. As though it's powerful build racial feature made it count as huge (which it now does).
Mountain Movement Mastery: A Goliath Paragon of 3rd level and higher may take a 20 on any climb, jump, or tumble checks, even while threatened, under duress, strain, or while distracted.
The Halfling Paragon:Halflings are supposed to be fearless, that is why they gain a bonus versus fear... so should not a paragon of a fearless race be near impervious to the effects of fear? I think so.
Hit Dice: D6
Skills: The Halfling Paragon's Skill are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +2 | +1 | Athletic Prowess, Lucky
2 | +1 | +0 | +3 | +2 | +2 Dex, Thrown Weapon Mastery
3 | +2 | +1 | +3 | +2 | +2 Dex, Fearless[/table]
The Halfling Paragon:
Athletic Prowess: The Halfling Paragon gains a +1 racial bonus to balance, climb, jump, swim and tumble per level of halfling paragon, and an additional +1 per 3 character levels after.
Lucky: Halflings are often said to have more than their own measure of luck. Halfling Paragons gain an additional +1 racial bonus to all saves per level of Halfling Paragon. This bonus stacks with any others. At 3rd level the Halfling Paragon may choose to reroll any 1 failed save per day.
Stat Bonus: Halflings are agile. Paragons far more so.
Thrown Weapon Mastery: The Halfling Paragon adds its Paragon levels to all attack, and damage rolls with thrown weapons.
Fearless: Whenever the Halfling Paragon would fail a save versus fear, it is instead shaken. Whenever the Halfling Paragon succeeds on a save versus fear, the effects are instead negated.
Half-Dragon Paragon: Half-dragons are perhaps one of the most potent of demi-humans. Both physically and mentally powerful, a force to be reckoned with. (This one will be more than 3 levels. Sorry.)
Special: Half-Dragon Paragon Levels count as Dragon Hit dice for purposes of qualifying for feats, gaining skills, and improving saves.
Hit Dice: D12
Skills: As Dragon Hit Dice (MMI)
{table]Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +2 | +2 | Magical Blood, +2 Strength
2 | +2 | +3 | +3 | +3 | Wings, +2 Constitution
3 | +3 | +3 | +3 | +3 | Immunity to Paralysis, +2 Intelligence
4 | +4 | +4 | +4 | +4 | See Invisibility, +2 Charisma
5 | +5 | +4 | +4 | +4 | Alter Self, Aura of Fear, Immunity: Charm
6 | +6 | +5 | +5 | +5 | Deeper Darkvision, +2 Strength, +2 Con[/table]
The Half-Dragon Paragon:
Magical Blood: Levels in this class count towards caster level and spells per day for the first arcane casting class the Half-Dragon Paragon takes. If the Half-Dragon Paragon already has an arcane casting class this ability applies to that class. If the Half-Dragon Paragon has more than one Arcane Casting Class the player must pick one.
Ability Bonuses: Half-Dragon Paragons are far more powerful than their mortal kin.
Wings: All Half-Dragon Paragon's have wings, assuming that the base dragon has wings, in either case, they gain the ability to fly at twice their base land speed. Applicable Modifiers are added after calculating base flight speed. They may carry up to a medium load, and fly in heavy armor.
Immunity:
Paralysis: Half-Dragon Paragons cannot be held in place by such weak and futile attempts.
Charm: Half-Dragon Paragons are not lured by your charms.
See Invisibility: Half-Dragon Paragons have a supernatural ability to see through magical concealment. The Half-Dragon makes a Will Save against the spell as though the spell were attempting to effect it. Success means the Half-Dragon is not fooled, and can see you. If it Fails it does not see through the invisibility.
Alter Self: A Half-Dragon Paragon can change its appearance at will, as though using the spell Alter Self.
Aura of Fear: The Half-Dragon has an Aura of Fear with a DC of 10+(1/2 ECL)+Charisma Modifier.
Deeper Darkvision: The Half-Dragon Paragon can see through any form of darkness, as though it were instead bright illumination. This includes magical darkness, and areas of Low-Light.
The Human Paragon: I am unsure as yet, of whether I will be making multiple variant human paragons, one for each character archetype, or just one. Probably just 1. Here goes.
Hit Dice: D8
Skills: as chosen by player, humans learn quickly, and easily apply themselves to any field they so desire.
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +1 | +1 | +1 | Feats, +1 Caster Level
2 | +1 | +2 | +2 | +2 | Additional Class Skill, Feat, +1 Caster Level
3 | +2 | +2 | +2 | +2 | +2 to any Stat, Feat, Additional Class Skill[/table]
The Human Paragon:
Explanation of Saves: A medium between poor, and good, humans are supposed to be more adaptable, and more versatile than other races, as such, while not intended to be more powerful, this allows them to be more versatile. They gain Average Saves.
Feats: Humans are supposed to be capable of learning things more quickly, as such they gain bonus feats as a human does at first level, at every level of Human Paragon, this is in addition to the standard bonus feat for being human at first level, if this class is taken at first level. A paragon is more so than normal. Thus a Human Paragon is More Human than Human.
Additional Class Skill: The Human Paragon not only gains an additional skill point per level on a permanent basis, but may choose 1 skill, either trained only, or cross class, even skills not normally available. The character may treat this skill from the point it is picked onwards, as a class skill.
Caster Level: The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
+2 to Any Stat: The human paragon gains a racial bonus to any one of the 6 primary statistics. This is permanent.
The Kobold Paragon: Kobolds are often used as a race by players, and I have noticed the closest thing to a paragon for kobolds ia a line of feats in Races of the Dragon. I could be mistaken, but I am making this anyway.
Hit Dice: D6
Skills: The class skills for a Kobold Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: Geology (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
*For a kobold paragon disabling traps and similar devices is as natural as hiding, or creating traps. For this reason Disable device is a Dexterity based skill for all Kobold Paragons.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +1 | +1 | +1 | Manual Expertise, +2 Dexterity
2 | +1 | +2 | +2 | +2 | +1 Caster Level, Darkvision +30', Lowlight Vision
3 | +2 | +2 | +2 | +2 | +2 Charisma, +1 Caster Level, Daylight Adaptation[/table]
The Kobold Paragon:
Manual Expertise: A kobold paragon may add their class level as a racial bonus on Craft (trapmaking), Profession (mining), and Search checks. This bonus counts as ranks in those skills.
Ability Bonuses: Kobolds are normally dexterous, Paragons are more so, and paragon kobolds are somewhat closer to their ancient draconic ancestors than most other kobolds, though not as close as a Dragonwrought.
Cast Level:The character not need yet belong to any casting class, this ability instead applies to the first casting class that this character takes, if the character has more than 1 casting class when taking this class, they must pick one, this bonus applies to that class.
Darkvision: The Kobold Paragon's darkvision expands by 30'. meaning they can now see 30 feet farther is near or comeplete darkness.
Low-Light Vision: The Kobold Paragon may see twice as far as its darkvision in low light or similar conditions of poor illumination.
Daylight Adaptation: The kobold Paragon no longer suffers penalties from daylight or other similar effects or sources of bright illumination.
The Tiefling Paragon:
HD: D6
Skills: The class skills for a Tiefling Paragon: Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex)*, Hide (Dex), Knowledge: Arcana (Int), Knowledge: The Planes (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +0 | +0 | +2 | +0 | Improved Resistance, +2 Intelligence, Skill Bonus
2 | +1 | +1 | +3 | +1 | Improved Resistance, +2 Charisma, Darkness
3 | +2 | +1 | +3 | +1 | Improved Resistance, +2 Dexterity, Superior Darkvision[/table]
Improved Resistance: At each level the Tiefling must pick 1 energy type: Fire, Cold or Electricity Once chosen this type cannot be changed. In addition the same energy type may not be chosen more than once. The Tieflings energy resistance versus the element chosen improves from 5 to 10.
Ability Bonus: Tieflings are naturally charismatic, agile, and intelligent.
Skill Bonus: A Tiefling paragon adds 1 plus its levels in this class to its hide move silently, and bluff checks. At level 3 this bonus becomes totals to +4.
Darkness: Once per day as a supernatural ability the Tielfing Paragon may create darkness, with a caster level equal to its hit dice. This is otherwise the same as the 3rd level spell of the same name. At Third level this ability is replaced by Deeper Darkness.
Superior Darkvision: The Tiefling Paragon is capable of seeing in any form of darkness. This includes magical darkness which is not normally pierced by darkvision. The range of this darkvision is 60'.
Warforged Paragon: Warforged are living constructs. Hardy, resilient, tenacious; many words can fit this race.
Hit Die: D10 (As construct)
Skills: The class skills for a Warforged Paragon: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: History (Int), Knowledge: Local (Int), Knowledge: Religion (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (If this is taken at first level) 4+Int Mod x4.
Skill Points at each level after first: 4+Intelligence Modifier
{table] Lvl | BAB | FS | RS | WS | Special
1 | +1 | +2 | +0 | +2 | Improved Body, +2 Constitution
2 | +2 | +3 | +1 | +3 | Improved Damage Reduction, Low Light Vision
3 | +3 | +3 | +1 | +3 | Improved Fortification, +2 Constitution, Darkvision [/table]
The Warforged Paragon:
Improved Body: Through some extraordinary circumstance, this warforged is built better than most others. It's armor bonus from body type, natural or otherwise improves by 1 per level of Warforged Paragon.
Statistical Bonuses: Warforged are built more toughly than most other races, the paragons make them look frail in comparison.
Improved Damage Reduction: Beginning with a +2 at level 2, and ending with a +3 at level 3. Warforged Paragon gain improved Damage reduction, granting them better damage reduction, or Damage reduction as noted above if they do not already have it. Thus an unarmored Warforged, normally not given Damage Reduction would gain DR 2/- at level two. Where as a Warforged with Adamantine Body would find itself having DR 5/adamantine. This changes Damage reduction type.
Low-Light Vision: The Warforged Paragon gains Low Light vision as though it were a standard construct.
Improved Fortification: The Warforged Paragon gains better Fortification. This improves their current Fortification by 25%, or grants them Light Fortification if they did not already have it.
Darkvision: The Warforged Paragon gains Darkvision as though it were a standard construct.
If you have a request, and would like to see me make a paragon of a race that is not already on the 'to do list', add a reply, and I'll see what I can do. If I have not finished a Paragon that is in the to do list, I am working on it. Relax.
Also in the works: Expanded Dragon Disciple PrC's.