Deviston
2012-07-26, 11:03 PM
Illumian Paragon [PF Class and racial changes] (PEACH)
The Ritual of Words Made Flesh was the beginning of existence for the illumians. They were but humans before Tarmuid gave them the ability to become the embodiment of an ancient (or newly developed depending on who you ask) language rought with magic and mystery. These peoples were instructed to populate the world, and in doing so brought the language to all corners of existence. Their goals differ from cabal to cabal, but one thing they have in common are their origins. This in itself being rife with magic, allows magic to further permiate those who have a closer connection to their heritage and history.
Adventures
Illumians travel to learn more about the surrounding world on behalf of their cabals, occasionally undertaking dangerous missions on behalf of their cabal leaders. Those who develop a deeper connection with their racial heritage, usually tend to become cabal leaders in their own right. Most see this as a blessing of Tarmuid for their near pure embodiment of the values that an illumian hold dear.
Characteristics
Illumian paragons are the epitome of their ilk. Not knowing a single perfection, yet the improvement of many aspects of life. The illumian paragon will seek to improve every skill or knowledge they posses to even further heights than that of the rest of his race. His plots and schemes always seem to be thought out so far ahead, a plan can take years to come to fruition but nearly always succeeds. His penchant for scholarly activities, if not his main focus, fill every spare moment as this paragon seeks to perfect all.
Alignment
Paragons of illumians, even those who reject the a cabal, are almost always Lawful. Even attempting to be Chaotic would be an almost Lawful thought - for an illumian is doing so only out of adherence to his scheming heritage. Good is also far more prevalent than Evil, but this is more a function of how many illumians must act within the public eye to maintain their unseen control.
Religion
Illumian paragons favor no god save those tied to their race. An illumian paragon is far more likely to worship Tarmuid than Boccob due to his alliance to his people.
Game Rule Information
Illumian paragons have the following game statistics.
Abilities
No ability score is important than any other for an illumian paragon, as he always attempts to perfect his entire self.
Alignment
Any
Hit Die
d8
Class Skills
The illumain paragon selects ten skills to be class skills plus 3 Knowledge skills.
Skill Points at Each Level
8 + Int modifier.
{table]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +2 | Divided Ancestry, Divided Perfection
2nd | +1 | +0 | +0 | +3 | Sigil Shield
3rd | +2 | +1 | +1 | +3 | Ability Boost (+1), skayne sigil[/table]
Armor and Weapon Proficiency: An illumian paragon is proficient with light armor, all simple weapons, one martial weapon, and one shield (but not tower shields).
Divided Ancestry (Ex): Unlike other racial paragons, illumians can take levels in more than one racial paragon class. After gaining at least one level as a illumain paragon, a character can take levels in the Human racial paragon class.
If this second racial paragon class advances spellcasting or similar as if certain levels gained "+1 level of an existing class", an illumian may sacrifice that benefit in order to get another sigil. He may choose differently at each such level, as if this bonus was another "existing class" to improve. This may only be done with such bonuses in a racial paragon class, not with other classes that advance spellcasting or similar features. This benefit allows the illumian to make multiple illumian words.
Divided Perfection (Ex): The illumian paragon may select a second and third favorite class. Shpould he take levels in these secondary favored classes, he gaiuns double the benfit of taking levels in favored classes. This normally means the illumian paragon will receive either 2 bonus hit points or 2 bonus skill points.
Sigil Shield (Su): As a standard action, the illumian paragon may expand his sigils out further from his head. His sigils begin spinning at a much faster rate of speed causing them to blur into a halo of light, they then expand out from his body and become semi solid. This provides the illumian with a +1 deflaction bonus from ranged attacks per sigil he has. This effect lasts for 1 round per two Hit Dice the illumian paragon has, and once it ends, his sigils fade away for 2 rounds per round this effect was active. This effect may be used once per day per sigil the illumian paragon has. While his sigils are faded, they provide him with no benefit nor may any effect that requires his sigils be used.
Skayne Sigil (Su): At 3rd level, an illumian paragon learns the skayne sigil. This is a sigil considered more powerful than those an illumian normally obtains and is normally a sign that the illumian will become great to his people in some way. Like other sigils, the values given by this sigil are increased by one for every additional sigil the illumian has. The skayne sigil can not be used to make an illumian word. It is a word all by itself. The benefits of the skayne sigil are listed below.
skayne ("complete/perfect"): +1 bonus to leadership score, and a +1 bonus to any effect that would cause him to use his Final Utterance. If this is caused by a reduction of hit points, the hit point loss is reduced by 1. If this is caused by a spell, spell-like ability, or any ability that allows a saving throw, he gains a +1 to this saving throw.
Ability Boost (Ex): At 3rd level, an illumian paragon's may select any two ability scores to increase by 1 point.
Illumian Racial Changes (Pathfinder)
Illumians gain a +1 increase to two separate ability scores.
Illumain Words: Should an illumian garner more than 2 sigils (whether by class features or via feats) he must choose which pair of sigils combine to make a word. No sigil can be a part of more than one word as two sigils are paired to create their effect. To change a pairing of sigils, the illumian must meditate for 8 hours uninterupted as he rearanges the magic within him.
The Ritual of Words Made Flesh was the beginning of existence for the illumians. They were but humans before Tarmuid gave them the ability to become the embodiment of an ancient (or newly developed depending on who you ask) language rought with magic and mystery. These peoples were instructed to populate the world, and in doing so brought the language to all corners of existence. Their goals differ from cabal to cabal, but one thing they have in common are their origins. This in itself being rife with magic, allows magic to further permiate those who have a closer connection to their heritage and history.
Adventures
Illumians travel to learn more about the surrounding world on behalf of their cabals, occasionally undertaking dangerous missions on behalf of their cabal leaders. Those who develop a deeper connection with their racial heritage, usually tend to become cabal leaders in their own right. Most see this as a blessing of Tarmuid for their near pure embodiment of the values that an illumian hold dear.
Characteristics
Illumian paragons are the epitome of their ilk. Not knowing a single perfection, yet the improvement of many aspects of life. The illumian paragon will seek to improve every skill or knowledge they posses to even further heights than that of the rest of his race. His plots and schemes always seem to be thought out so far ahead, a plan can take years to come to fruition but nearly always succeeds. His penchant for scholarly activities, if not his main focus, fill every spare moment as this paragon seeks to perfect all.
Alignment
Paragons of illumians, even those who reject the a cabal, are almost always Lawful. Even attempting to be Chaotic would be an almost Lawful thought - for an illumian is doing so only out of adherence to his scheming heritage. Good is also far more prevalent than Evil, but this is more a function of how many illumians must act within the public eye to maintain their unseen control.
Religion
Illumian paragons favor no god save those tied to their race. An illumian paragon is far more likely to worship Tarmuid than Boccob due to his alliance to his people.
Game Rule Information
Illumian paragons have the following game statistics.
Abilities
No ability score is important than any other for an illumian paragon, as he always attempts to perfect his entire self.
Alignment
Any
Hit Die
d8
Class Skills
The illumain paragon selects ten skills to be class skills plus 3 Knowledge skills.
Skill Points at Each Level
8 + Int modifier.
{table]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +0 | +2 | Divided Ancestry, Divided Perfection
2nd | +1 | +0 | +0 | +3 | Sigil Shield
3rd | +2 | +1 | +1 | +3 | Ability Boost (+1), skayne sigil[/table]
Armor and Weapon Proficiency: An illumian paragon is proficient with light armor, all simple weapons, one martial weapon, and one shield (but not tower shields).
Divided Ancestry (Ex): Unlike other racial paragons, illumians can take levels in more than one racial paragon class. After gaining at least one level as a illumain paragon, a character can take levels in the Human racial paragon class.
If this second racial paragon class advances spellcasting or similar as if certain levels gained "+1 level of an existing class", an illumian may sacrifice that benefit in order to get another sigil. He may choose differently at each such level, as if this bonus was another "existing class" to improve. This may only be done with such bonuses in a racial paragon class, not with other classes that advance spellcasting or similar features. This benefit allows the illumian to make multiple illumian words.
Divided Perfection (Ex): The illumian paragon may select a second and third favorite class. Shpould he take levels in these secondary favored classes, he gaiuns double the benfit of taking levels in favored classes. This normally means the illumian paragon will receive either 2 bonus hit points or 2 bonus skill points.
Sigil Shield (Su): As a standard action, the illumian paragon may expand his sigils out further from his head. His sigils begin spinning at a much faster rate of speed causing them to blur into a halo of light, they then expand out from his body and become semi solid. This provides the illumian with a +1 deflaction bonus from ranged attacks per sigil he has. This effect lasts for 1 round per two Hit Dice the illumian paragon has, and once it ends, his sigils fade away for 2 rounds per round this effect was active. This effect may be used once per day per sigil the illumian paragon has. While his sigils are faded, they provide him with no benefit nor may any effect that requires his sigils be used.
Skayne Sigil (Su): At 3rd level, an illumian paragon learns the skayne sigil. This is a sigil considered more powerful than those an illumian normally obtains and is normally a sign that the illumian will become great to his people in some way. Like other sigils, the values given by this sigil are increased by one for every additional sigil the illumian has. The skayne sigil can not be used to make an illumian word. It is a word all by itself. The benefits of the skayne sigil are listed below.
skayne ("complete/perfect"): +1 bonus to leadership score, and a +1 bonus to any effect that would cause him to use his Final Utterance. If this is caused by a reduction of hit points, the hit point loss is reduced by 1. If this is caused by a spell, spell-like ability, or any ability that allows a saving throw, he gains a +1 to this saving throw.
Ability Boost (Ex): At 3rd level, an illumian paragon's may select any two ability scores to increase by 1 point.
Illumian Racial Changes (Pathfinder)
Illumians gain a +1 increase to two separate ability scores.
Illumain Words: Should an illumian garner more than 2 sigils (whether by class features or via feats) he must choose which pair of sigils combine to make a word. No sigil can be a part of more than one word as two sigils are paired to create their effect. To change a pairing of sigils, the illumian must meditate for 8 hours uninterupted as he rearanges the magic within him.