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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.

Ralasha
2011-01-16, 06:24 AM
Elves are now done.

AugustNights
2011-01-16, 09:10 PM
A bit ability bonus heavy.

The dwarven Paragon could use some more active abilities, its a rather passive class.
I like the idea of tireless, but taking 20 on any type of save seems like a poor-dwarf's immunity. Why not make them immune to exhaustion? Or even fatigue, Warforged seem to do it just fine withou LA, and this is whole level's worth of ability... if that makes sense.

I like/agree that the paragon caster levels should work the way you have them.
What is the Elven Telo?
Superior Finesse, how does that jive with Composite Longbows?
Again, could use a little more active abilities.

THe humans saves would make more sense if it was more than 3 levels, as that it is just 3 levels, I say give them good saves. It's a +1 difference and a little less wonky to work with for people who use fractional saves.
Human feats: Might throw 'of human paragon' caveat in, otherwise...wow, 27 feats at level 20!
While the human is passive, I really like how versatile it is, and how well it captures the human stuff, but I've always liked the human paragon class as is, so this is just great for me.

Ralasha
2011-01-16, 09:16 PM
Being immune makes you unable to do certain things, and a character is still able to fail on a 20 against certain checks. This just means they auto-pass against fatigue, and treat exhaustion as fatigue, but do not auto-succeed against it.

EdroGrimshell
2011-01-16, 09:31 PM
I did something like this for all the paragon classes, although i made them 5-levels rather than 3 and added some kind of spellcasting to all of them (dwarves gained 3 levels of cleric casting, humans got three levels of a single class of their choice, gnomes got three levels of bard, etc). I like that you added abilities. I'd add Improved Weapon Familiarity to elves, gnomes, and nearly all of them that have racial weapons.

Ralasha
2011-01-25, 08:54 PM
Halfling is finally completed. Probably the easiest of them all. ^^

Pyromancer999
2011-01-26, 02:16 PM
Human Paragon Caster levels are not defined. They should be.

Cieyrin
2011-01-26, 02:52 PM
I think Halfling's saves may be a bit overkill, as they get a total of +6 to all saves from just 3 levels, which is kinda of ridiculous, honestly. Just the lucky bonus should be fine and have them have good Ref would be more in line, if you ask me. The bonus should be racial, too, like the original ability.

Dwarf Paragon's Tireless talks about Dwarven Defender for some reason.

I also would like to know what an Elven Telo is supposed to be.

Otherwise, looking better that the originals, though I would like to see Shifter added onto the Paragon list.:smallsmile:

Ralasha
2011-01-27, 12:04 AM
Sorry, I was working on making DD a usable PRC when I made Dwarven Paragon. As for the Hins... I had intended a +3 bonus. >.> I'll fix that. Keep in mind, by the time I get on my computer, I'm usually very tired. sorry you confused me, in any case, halflings now get average will, good reflex and poor fort.

An Elven Telo is an Elven racial Weapon. Similar to the longsword, but finesseble. It costs about twice as much as a bastard sword.

Cieyrin
2011-01-27, 02:31 PM
Sorry, I was working on making DD a usable PRC when I made Dwarven Paragon. As for the Hins... I had intended a +3 bonus. >.> I'll fix that. Keep in mind, by the time I get on my computer, I'm usually very tired. sorry you confused me, in any case, halflings now get average will, good reflex and poor fort.

An Elven Telo is an Elven racial Weapon. Similar to the longsword, but finesseble. It costs about twice as much as a bastard sword.

Hey, that's why you put them up to review, so others can catch what's off so it can be fixed before it hits the game table.

As for the Telo, sounds like the Nyss Claymore or the Elven Curveblade, right up to it being an finessable elven sword.

Ralasha
2011-02-03, 09:01 PM
Exotic Melee
Light
{table]Elven Telo | 70 gp | 1d8 | 2d4 | 19-20/x2 | - | 4 lbs | Slashing or piercing[/table]

Dragonwrought and Kobold Paragons completed. Open to Paragon Requests.

lightningcat
2011-02-03, 09:04 PM
WotC did come out with a kobold paragon (http://www.wizards.com/default.asp?x=dnd/we/20060127a).

Ralasha
2011-02-03, 09:40 PM
Good to know. Replacing something. It is now done.

Lord_Gareth
2011-02-04, 01:07 AM
Tiefling Paragon, please!

Ralasha
2011-02-04, 01:34 AM
Ding, Tief is done.

Hazzardevil
2011-02-04, 01:59 PM
Warforged Paragon please!
Also if your stuck for ideas gnoll paragon!
I like your paragons as well.
They didn't publish enough, one question,
Where paragons PrC's or base classes?

Cieyrin
2011-02-04, 02:22 PM
Warforged Paragon please!
Also if your stuck for ideas gnoll paragon!
I like your paragons as well.
They didn't publish enough, one question,
Where paragons PrC's or base classes?

They're in Unearthed Arcana, though they can also be found on the SRD here (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm)

In other notes, Andy Collins did some paragon classes for a 3.5 campaign of his, specifically Aasimar and Gnoll. Those can be found here (http://andycollins.net/Campaigns/Umber/c07_paragon_classes.htm)

As for requests, rework Half-Dragon Paragon, it's horrible currently. Also Shifter Paragon!

Ralasha
2011-02-04, 04:32 PM
Warforged Paragon done. Half-dragon may take some time. That will be a bit more complicated than generic, as bonuses will depend upon draconic variety. Unless you are alright with a generic Improved Half-Dragon Paragon?

Making generic half-dragon. Update: Ding, fries are done.

I'll work on shifter later. Right now I'm going to head out, and get some food.

Noblesse
2011-02-04, 11:20 PM
Warforged don't have a HD, nor do any of the classes have a list of proficiencies.

Ralasha
2011-02-05, 02:33 AM
Oops, well, thanks for pointing that out. However, it is mentioned all races are proficient with racial weapons. So, if you can convince your DM that there is a reason your race should be proficient with a weapon, go for it.

Other than that, dwarves are proficient with all dwarven weapons, same for elves, gnomes, halflings, orcs, etc. GJ, they do have weapon proficiencies,

If you want other proficiencies, you should probably start with a different class. :P

Cieyrin
2011-02-05, 01:18 PM
Warforged don't have a HD at all, now :X

Ralasha
2011-02-13, 08:02 AM
I have now fixed it.

Cardea
2011-03-01, 07:02 PM
Requesting Dragonborn Paragon.

WhatsWithCanada
2011-03-08, 01:19 AM
Couple of things. Your saves explanation in humans is wrong. Humans have all good saves. At least according to the table. Average would be +1 then +1 then +2 IIRC.

Also, construct hit dice are d10s not d12s. If you are modeling the warforged after constructs then it should probably be downgraded.

That is all I have noticed at a cursory glance.

Ralasha
2011-03-08, 06:05 PM
As I have them calculated out, Average Saves will end with a +9 at +1 +1 +2 progression it would end at +8. of course, being 'average' would most likely means being between +12 and +6, or is that wrong?

Next, a Paragon is better than you. d12 is appropriate.

Humans have no real strengths, but no weaknesses. Average. Thank you. You may have noticed things you think are wrong, but I disagree, and think you are wrong.


Requesting Dragonborn Paragon.

Sorry bub, Dragonborn is an aquired template. While I could make one, it would just end up better. Something like the one that will be included as soon as I once again have access to my resources some time within the next week and a half... or two... starting today.

LOTRfan
2011-03-08, 07:00 PM
May I request a Troglodyte one?

Sir_Chivalry
2011-03-08, 07:47 PM
Next, a Paragon is better than you. d12 is appropriate.

D12 would be appropriate if the warforged paragon was turning into a dragon or undead, but as it is a living construct, you'd do well to merely remove the "as Construct" after the hit dice, as that is incorrect. I get that you are trying to make the warforged paragon into a juggernaut of sorts, and that's fine, but then the point of the d12 is not that it is like a construct, it is that it is a very high hit die.

Difficulty of average saves is how they should progress. Good saves go 2+1/2 of level, and Poor saves go 1/3 of level, so how does an average save progress? I remember d20modern doing it, but I can't for the life of me remember how.

Ralasha
2011-03-08, 08:17 PM
saves:
{table]Level|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18 |19|20
Good|2|3|3|4|4|5|5|6|6|7|7|8|8|9|9|10|10|11|11|12
Average|1|2|2|3|3|3|4|4|5|5|6|6|6|7|7|8|8|8|9|9
Poor|0|0|1|1|1|2|2|2|3|3|3|4|4|4|5|5|5|6|6|6[/table]

1/3+1/2 divided by 2, +1 =above when multiplied by level.

dragonfan6490
2011-03-08, 09:31 PM
Aasimar paragon?

LOTRfan
2011-03-08, 09:42 PM
Aasimar paragon?

I second this, in addition to the Troglodyte one I requested before.

Cardea
2011-03-09, 01:12 AM
Sorry bub, Dragonborn is an aquired template. While I could make one, it would just end up better. Something like the one that will be included as soon as I once again have access to my resources some time within the next week and a half... or two... starting today.
....? Except, whenever I play with a, or as a, Dragonborn, it's treated as a race, not a Template. It states that, and please, correct me if I'm wrong, you lose all previous racial qualities. That, you aren't a [Dragonborn Elf] or a [Dragonborn Halfling], merely that you are a [Dragonborn].

Super_Fluous
2011-03-09, 01:48 AM
Oh, what about a Changeling Paragon or an Elan Paragon?

Ashtagon
2011-03-09, 01:55 AM
Oh, what about a Changeling Paragon or an Elan Paragon?

And a Nale paragon :elan: :nale:

Roc Ness
2011-03-09, 03:29 AM
Hey, pretty nice. :smallcool: I especially like what you did to help out the half-dragon.

Although I have to agree with some of the others that in some places the ability modifiers... are a little too much?

~ Anxiously awaiting the half-elf and half-orc.

Ralasha
2011-04-01, 07:28 PM
Ok, I've got most of my materials back. I will be resuming my work.
Aasimar, Changeling and Elan are now in progress, were there any other requests I have missed?

VarianArdell
2011-04-01, 08:03 PM
might I request a Spellscale Paragon class?

Ralasha
2011-04-01, 09:27 PM
You Might! (Added to to do list.)

Veklim
2011-04-02, 06:15 AM
Requesting Half-Ogre paragon, if you would please!

Ralasha
2011-04-02, 07:07 AM
Can you tell me which player resource book it is in?

Veklim
2011-04-02, 04:51 PM
Savage Species (page 218)
Kinda like a super half-orc, large sized, I love em!

Solaris
2011-04-02, 08:39 PM
I find I rather like these. They lend well to the idea that paragons are the best of their race more strongly than the original racial paragons.
Plus, y'know, you're doing races other than just the standard ones.

Ralasha
2011-04-03, 05:03 AM
"Better than others of their race" Gee, I thought that that was what a paragon was in the first place. Lets see:
Alexander the great,
Julius Ceasar,
The Dragon Emperor
Li Mu Bai
Arturius Pendragon
Miradin Brittanicus
The Six from Shadow
etc,
>.> Apparently wizards did not.

Veklim
2011-04-03, 05:12 AM
Now now, claws away. We must all remember that WotC have been catering to the lowest common denominator for a good many years now, it's not their fault they only have a pocket dictionary for reference :smalltongue:

Volthawk
2011-04-03, 06:58 AM
For Dragonwought paragon, you don't say how much damage the breath weapon or the tail does.

Ralasha
2011-04-03, 06:08 PM
The Racial Paragons (blah blah blah)...


The Dragonwrought Paragon:blah blah...
table blah...

Wings: blah blah
Stat Increases: blah
Specific Draconic Traits: blah
Flight: also not it
Immunity: not it
HERE WE ARE!
Dragons Breath: The Dragonwrought Paragon gains the ability to use a breath weapon once per day. and the important parts follow: 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.

(Then more, irrelevant, unimportant stuff.) Dragon Breath weapons don't change in the number of dice: 6d8
A tail for a small sized creature (which a kobold is) is a D4.

Therefor, a kobold breath weapon deals 6d4.

Mayhem
2011-04-03, 06:40 PM
Nice work!

The half-ogre is also in races of destiny, where it gets rebalanced. Its the same though apart from a much needed increased level adjustment.

Veklim
2011-04-04, 05:46 AM
Makes a lot of sense, that'll do! Not noticed it there before but I've had SS for a lot longer than the races books.
Loving the Dragonwrought paragon btw, it's completely remodelled one of my NPCs already!

Volthawk
2011-04-04, 10:44 AM
(blah blah blah)...

blah blah...
table blah...

HERE WE ARE!

(Then more, irrelevant, unimportant stuff.) Dragon Breath weapons don't change in the number of dice: 6d8
A tail for a small sized creature (which a kobold is) is a D4.

Therefor, a kobold breath weapon deals 6d4.

Oh, right, same amount of damage die as a half-dragon. Didn't realise that from the text.

Zaydos
2011-04-04, 10:53 AM
saves:
{table]Level|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18 |19|20
Good|2|3|3|4|4|5|5|6|6|7|7|8|8|9|9|10|10|11|11|12
Average|1|2|2|3|3|3|4|4|5|5|6|6|6|7|7|8|8|8|9|9
Poor|0|0|1|1|1|2|2|2|3|3|3|4|4|4|5|5|5|6|6|6[/table]

1/3+1/2 divided by 2, +1 =above when multiplied by level.

1/3 + 1/2 = 5/6 divided by 2 = 5/12.

At 2nd level you should still have +1 with 10/12 +1 (saves always round down).

One easy way to note that you're off is that you should not have +6 before 12th level that way.

If you're using the formula you listed it would come out to:

{table]Level|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18 |19|20
Average|+1|+1|+2|+2|+3|+3|+3|+4|+4|+5|+5|+6|+6|+6| +7|+7|+8|+8|+8|+9[/table]

Ralasha
2011-04-04, 03:16 PM
{Scrubbed}


....? Except, whenever I play with a, or as a, Dragonborn, it's treated as a race, not a Template. It states that, and please, correct me if I'm wrong, you lose all previous racial qualities. That, you aren't a [Dragonborn Elf] or a [Dragonborn Halfling], merely that you are a [Dragonborn].

Alright, I'll show you how dragonborn is an acquired template:THE RITE OF REBIRTH
The Rite of Rebirth transforms a character into a dedicated draconic servant of Bahamut known as a dragonborn.
Becoming a dragonborn isn’t undertaken lightly. It is a
long process full of self-refl ection and commitment. Those
supplicants raised in the ways of their original race must
carefully consider what they’re giving up. While a human
might be content to give up her natural versatility, it’s rare
for someone heavily invested in her racial identity to forfeit
that race’s abilities.
When the rite begins, the supplicant lays aside all her equipment and possessions for the duration of the ceremony. Dressed in a loose, linen shift, she spends a full day and night fasting and meditating upon her choice. Her mind fi lls with all the things she is giving up, reminding her she must forgo much of herself to become a dragonborn.
When dawn comes, the prospective dragonborn crawls
inside an egg-shaped structure that she has built (see
Cost) in order to sleep for the last time in her original
form. This symbolic act represents her acceptance of
the transformation. When the next dawn arrives, she is
transformed into a dragonborn. After awakening inside
the sealed egg, she breaks out of it as a glorious, draconic
child of Bahamut. You see, you start out as one thing, and come out as... a Half Platinum Dragon! (Minus most of the cool perks.) That is called 'Acquired' You know, as in, gained. As in: did not originally have. You were not originally dragonborn, that isn't possible. Therefor, you acquired the template. That means it is not a race. That means no Paragon.

Races are born: not made.

Solaris
2011-04-04, 04:06 PM
While yes, it is an acquired template, the source material lends me to believe it just completely overwhelms the original race. While the dragonborn has memories of a previous life, its previous race has little to no bearing on it. They are symbolically and rather literally reborn as a dragonborn. I can see there being an argument for racial paragons for dragonborn. I agree with it, actually.

That said, if Ralasha don't wanna do it, Ralasha don't wanna do it. Pesky thing, that - you can't make her, and it really doesn't look like If you really want a dragonborn paragon, why not make one yourself? Here, lemme take a whack at it: Start with the half-dragon paragon (the original, not the up-powered one). Instead of gaining a breath weapon, it gains an additional dragonborn ability (let's say it's at a reduced level - call it -2 or -3 to the dragonborn's level, dragonborn paragon picks it up as the third-level capstone). Tweak as needed.

Tyndmyr
2011-04-04, 04:14 PM
Human is broken as hell. You have basically given essentially every caster class in existence a mandatory two level dip that gives them a pile of free feats. In addition to extra hp and sp for many. And great, balanced saves.

I should note that Human Paragon is already a solid choice, and is frequently recommended in both theoretical and practical optimization, though for different reasons in each. At most, it would need only the smallest of boosts.

The Cat Goddess
2011-04-04, 04:59 PM
Human is broken as hell. You have basically given essentially every caster class in existence a mandatory two level dip that gives them a pile of free feats. In addition to extra hp and sp for many. And great, balanced saves.

I should note that Human Paragon is already a solid choice, and is frequently recommended in both theoretical and practical optimization, though for different reasons in each. At most, it would need only the smallest of boosts.

This, which is generally true of the Elf Paragon as well.

This is why the Caster Level bonuses for the Paragon Classes should happen at levels 2 & 3... never at 1.

Edit: Also (this has always bugged me), why should Casters get more value out of being a Paragon than non-Casters? "+1 level of existing class ability" should count towards things like Rage, Monk abilities/damage, Initiator level & maneuvers/stances, Rogue/Scout level for calculating Precision damage, etc.

Ralasha
2011-04-04, 05:37 PM
This, which is generally true of the Elf Paragon as well.

This is why the Caster Level bonuses for the Paragon Classes should happen at levels 2 & 3... never at 1.

Edit: Also (this has always bugged me), why should Casters get more value out of being a Paragon than non-Casters? "+1 level of existing class ability" should count towards things like Rage, Monk abilities/damage, Initiator level & maneuvers/stances, Rogue/Scout level for calculating Precision damage, etc.

Good idea. Retooling! (Everything). >.> Won't happen quickly, but I'll make it so that the paragon classes stack with 1 other class the paragon takes for purposes of class features. Period.

Solaris
2011-04-04, 06:38 PM
I'm doing it with mine so that they stack with the favored class's abilities, even granting some of them if the character hasn't taken levels in the class.
But I just run that kind of a game.

Sir_Chivalry
2011-04-04, 08:39 PM
Races are born: not made.

*Cough*

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.

*Cough*

Ralasha
2011-04-05, 12:42 AM
>.>
Silence!
...
Infidel!
...
<.<
Fine!
>.<
I'll make one!
Ding Fries are done.

The Cat Goddess
2011-04-05, 12:23 PM
In fairness, a Dragonborn Paragon would be someone who, upon becoming a Dragonborn, focused all their efforts on becoming "the best they can be".

I see Paragon classes as more "intense focus upon what makes me a/an (race)" rather than "I'm just naturally better at being a/an (race)"... which would be more of a template, true?

Edit: P.S. You put "Body Adaptation" in the Dragonborn Paragon, but never said what it does...

Ralasha
2011-04-25, 06:56 PM
Fixed. >.>

Making Goliath Paragon.

Ding, fires are done.

Indomitable: My answer to other races being able to take a feat to gain the ability to increase their maximum weapon size by 1, while goliath, naturally larger cannot. Now it doesn't need to. It's powerful build ability is improved.

togapika
2011-04-25, 08:00 PM
Goblins! Goblin Paragon!

Lord_Gareth
2011-04-25, 11:10 PM
Dvati Paragon

Ralasha
2012-01-03, 04:14 AM
never heard of Dvarti. Will work on goblin.

Ralasha
2013-02-06, 08:20 PM
Lizardfolk Paragon anyone?

Modified from http://dungeons.wikia.com/wiki/Lizar..._Paragon_Class) to match power and flavor.

The Lizardfolk Paragon

Hit Die: d10, good Fort and Ref, 3/3 BAB (or 2/3)
Level Base

Fort Ref Will
1st +1 +2 +2 +0 Lizard Balance, Tough Hide, Strong Swimmer +2 Dex
2nd +2 +3 +3 +0 Lizard Regeneration, Environment Adaptation
3rd +3 +3 +3 +1 Monstrous, Venom, +2 Con, -2 Int

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Wis) Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


All of the following are class features of the Lizardfolk Paragon.
Weapon and Armor Proficiency: Lizardfolk Paragon are proficient with all simple and martial weapons and light armor.

Lizard Balance (Ex): Lizardfolk Paragons gain a +3 racial bonus to their Balance checks and can always take 10 on any such check.

Tough Hide (Ex): The scales of a Lizardfolk Paragon grow increasingly hard. They gain an enhancement bonus equal to 1/3 of their hit dice (rounded up) to their natural armor bonus to AC, which does not stack with other enchantment bonuses from spells, items, or potions, but does stack with natural armor bonuses as Lizardfolk and granted through (non-magical) feats and class features.

Ability Boon: As the Lizard folk paragon becomes more and more honed to her animistic nature, she grows in agility and tougher, but looses intelligence. Upon taking the first level of this class add 2 to your dexterity score. Upon reaching the third level add 2 to you constitution score but subtract 2 from your intelligence (min 3). If this would lower the Lizardfolks intelligence (before bonuses) below 3, she must raise that score before being able to advance.

Strong Swimmer (Ex): Lizardfolk Paragons are awesome swimmers, and their swim speed increases to 60'. At the third level they always take a 15 on any swim check.

Environment Adaptation (Ex): Lizardfolk tend to live in swamps on the shores, which are either nastily hot or nastily cold. As a result, the Lizardfolk Paragon gains Resistance 5 to either fire or cold (their choice).

Lizard Regeneration (Ex): Really hardcore Lizardfolks have such good bodily constitution that they repair damage to themselves extremely quickly. The Lizardfolk Paragon gains fast healing equal to 1/3 their hit dice.

Monstrous (Ex): Lizardfolk Paragons become so primal they can qualify for Monstrous feats.

Venom (Ex): At third level, the Lizardfolk Paragon gains the Poison Sacs feat, applied to their bite attack.I'm sorry to say you just invoked necromancy.

But I thank you, since it also means it will not be deleted, or archived.

I suggest dropping the enhancement bonus, and making it racial.