Noctis Vigil
2012-12-13, 06:12 AM
The Paranoid
Some people are skilled warriors. Others are skilled spellcasters. Some heal, some create things, some perform mighty feats. And then there's the Paranoid. His sole redeeming feature is that he's basically indestructible.
The source of his power is unknown, although many suspect it to be an innate magic activated through paranoia. Whatever it is, it works.
Paranoids don't usually follow gods (they're just big guys in the sky out to get him), and rarely get along with other classes (they're just the little guys down here who want to get him).
Paranoids are always Chaotic, and lean towards neutral on the Good/Evil scale.
Class Skills: An Paranoid's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int) (all, taken separately), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skillpoints: 6+Int (x4 at 1st level)
Hit Die: D12 (see text)
{table=head]Level|
BAB|Fort|Ref|Will|
Special
1st|
+1|
+2|
+2|
+2|Thick Skin, Uncanny Dodge, Durable, Can't Sleep Monsters Will Get Me!
2nd|
+2|
+3|
+3|
+3|BAD TOUCH!, Always Watching
3rd|
+3|
+3|
+3|
+3|Resistant Hide (first element), ACK!
4th|
+4|
+4|
+4|
+4|Only Thing We Have To Fear Is Fear Itself, Improved Uncanny Dodge, Twitchy
5th|
+5|
+4|
+4|
+4|Evasion, Quick Fix, Don't Touch Me!
6th|
+6/1|
+5|
+5|
+5|Mettle, Resistant Hide (second element)
7th|
+7/2|
+5|
+5|
+5|He's Out To Get Me!, Spot The Danger
8th|
+8/3|
+6|
+6|
+6|Healthy By Necessity, See The Sneaky Ones
9th|
+9/4|
+6|
+6|
+6|Beat It Down With What You Have, Resistant Hide (third element)
10th|
+10/5|
+7|
+7|
+7|Kill It Kill It Kill It!, Immune Hide, OH GOD SPIDERS!
11th|
+11/6/1|
+7|
+7|
+7|RUN AWAY!, Last One Standing
12th|
+12/7/2|
+8|
+8|
+8|Mages Are Always Watching!, Resistant Hide (fourth element)
13th|
+13/8/3|
+8|
+8|
+8|Improved Evasion, SAVE ME!
14th|
+14/9/4|
+9|
+9|
+9|The Mages Still Hate Me!, Never Stop Running
15th|
+15/10/5|
+9|
+9|
+9|Improved Mettle, Resistant Hide (fifth element)
16th|
+16/11/6/1|
+10|
+10|
+10|Tin Foil Skull, Don't Blink Or Shut Up
17th|
+17/12/7/2|
+10|
+10|
+10|No Slowing Down, Always Myself Alone In My Head
18th|
+18/13/8/3|
+11|
+11|
+11|I Don't Wanna Die!, Resistant Hide (sixth element)
19th|
+19/14/9/4|
+11|
+11|
+11|Not Listening LALALALALA!, They're All Around Me
20th|
+20/15/10/5|
+12|
+12|
+12|Unstoppable, Get It away! GET IT AWAY![/table]
Class Features: The following are all class features of the Paranoid.
Proficiencies: A Paranoid is proficient with all simple and martial weapons, all armors, and all shields (this includes exotic armors and shields). A Paranoid's paranoia gives him a natural insight into weapons to fend off the people who are after him and a keen knowledge of how to block the ones he doesn't see coming.
Can't Sleep Monsters Will Get Me! (Ex): Any time a Paranoid rolls a natural one on any class skill or attack roll, he becomes convinced someone is out to get him right now, and cannot make any other actions until he succeeds on a second check (DC is the same as the original check). In addition, while under the influence of this ability, the Paranoid is confused. Every round the Paranoid fails the check to get out of this ability, he gains a +1 cumulative bonus to the check.
Thick Skin (Ex): The Paranoid knows foes are after him, and his body builds itself up to compensate. At 1st level, he gains +1 to his natural armor. This bonus increases by an additional +1 at every odd level.
Uncanny Dodge (Ex): The Paranoid is always waiting, because he knows foes are around every corner. At 1st level, he gains Uncanny Dodge as the Rogue ability.
Durable (Ex): The Paranoid is extremely durable. Treat his Constitution modifier as twice what it actually is to determine bonus HP at each hit die.
BAD TOUCH! (Ex): The Paranoid is always paranoid about attack, and something inside him protects him when it strikes. At 2nd level, the Paranoid gains DR/- equal to his class level.
Always Watching (Ex): As the Paranoid gets stronger, so does his paranoia. Starting at 2nd level, he gains a bonus to Search, Spot and Listen equal to his class level.
In addition, he gains new forms of vision as his paranoia increases. At 5th level, he gains low light vision, letting him see four times as far in low light. At 10th level, he gains darkvision out to 300 feet. At 15th level, he gains tremorsense out to 250 feet. Finally, at 20th level he gains blindsight out to 200 feet.
Resistant Hide: Starting at 3rd level, an Paranoid begins to resist even the elements. Choose one of the following: fire, cold, acid, electricity, or sonic. You gain resistance to that element equal to 10 plus your class level. You may pick another element off this list every third level. At tenth level, add force, positive and negative energy to this list.
ACK! (Ex): The Paranoid is always ready for a surprise attack. At 3rd level, any time a foe hits him with an attack of opportunity, sneak attack, sudden strike, or any similar ability, he may immediately lash out at them, gaining a single attack against the foe who hit him. Additionally, while under the effects of Can't Sleep Monsters Will get Me!, he automatically makes this additional attack against any creature who hits him with any spell, skill or attack.
Only Thing We Have To Fear Is Fear Itself (Ex): At 4th level, the Paranoid becomes extremely good at shrugging off overwhelming fear (although his fear of everything ever will never go away). He becomes immune to fear effects.
Improved Uncanny Dodge (Ex): This functions as the Rogue ability of the same name.
Twitchy (Ex): The Paranoid is extremely twitchy about his defenses. By 4th level, he's shored up his defenses. He gains his natural armor and armor AC to his touch AC. Additionally, he rarely misses a target, even unusual targets. Treat any weapon he wields as having the ghost touch property.
Evasion (Ex): As the Rogue ability. At 12th level, the Paranoid may use this ability in medium armor and with light shields. At 18th level, they may use it in heavy armor and with heavy shields.
Quick Fix (Ex): Whenever the Paranoid is not at maximum HP, he gains fast healing equal to half his class level. At 15th level, this becomes equal to his class level.
Don't Touch Me! (Ex): A Paranoid doesn't like to be touched. At 5th level, he becomes immune to one of the following: tripping, disarming, bullrushing, or overrunning. He gains an additional immunity from this list each 5th level after this, becoming immune to all four at 20th level.
Mettle (Ex): Whenever the Paranoid succeeds at a Fortitude save that only has a partial effect on a successful save, he instead suffers no effects.
He's Out To Get Me! (Ex): A Paranoid just knows people are after him. Starting at 7th level, he may make a single attack as an immediate action once per round.
Spot The Danger (Ex): A Paranoid has learned to spot things that might do him harm. At 7th level, he gains a continuous Arcane Sight effect, that he may activate or deactivate at will as a free action. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Healthy By Necessity (Ex): A Paranoid knows that showing any weakness could be the time his foe strikes. At 8th level, he has willed himself into not having that weakness, and becomes immune to all poisons and diseases, including magical ones.
See The Sneaky Ones (Ex): A Paranoid is well aware that those !@#$ mages make things invisible. But they won't pull one over on him, no sir! At 8th level, the Paranoid gains a continuous True Seeing effect, that he may activate or deactivate at will as a free action. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Beat It Down With What You Have (Ex): A Paranoid knows that a foe can strike at any time, and he has to be ready to beat them back with whatever is at hand. At 9th level, he gains proficiency with all exotic weapons, and never suffers a penalty for using improvised weapons.
Kill It Kill It Kill It! (Ex): A Paranoid doesn't give foes the chance to come after him again. Any foe he reduces to 0 or fewer hit points immediately drops to -10 hit points instead. He may choose not to use this ability; doing so requires a Constitution check with a DC equal to his initial attack roll to hit. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Immune Hide (Ex): A Paranoid's hide continues to get tougher as he levels. At 10th level, his Resistant Hide ability instead grants immunity to the selected elements, instead of resistance.
OH GOD SPIDERS! (Ex): A Paranoid's fear allows him to effect masses of foes. At 10th level, he gains the ability to treat all swarms as a single creature for the purpose of attacking them. In other words, he may attack swarms of Diminutive or Fine creatures with weapons, he does full attack damage to swarms when attacking, he may strike them with critical hits, and he may target them with spells limited to a number of creatures as if they were one creature.
RUN AWAY! (Ex): A Paranoid has mastered the trick of getting away quickly. At 11th level, all his movement speeds double.
Last One Standing (Ex): A Paranoid knows that the trick to staying alive is to always have the most health. At 11th level, he gains max HP for all his hit dice (both current and future).
Mages Are Always Watching! (Ex): A Paranoid knows that the ones that are really after him are those pesky spellcasters. At 12th level, the Paranoid becomes immune to all attempts to scry on him.
Improved Evasion (Ex): As the Rogue ability. Like the Paranoid's Evasion, this version works with medium armor, and heavy armor at level 18.
SAVE ME! (Ex): A Paranoid's keen intellect recognizes that he is his only chance for survival, and he has toughened himself against all outcomes. He gains a bonus to all his saves equal to his Constitution modifier.
The Mages Still Hate Me! (Ex): The Paranoid is still being chased by those pesky mages! Starting at 14th level, he gains spell resistance and power resistance equal to 11 plus his class level.
Never Stop Running (Ex): Nothing can keep the Paranoid from getting away when he chooses to. At 14th level, he gains a continuous Freedom of Movement effect.
Improved Mettle (Ex): As Mettle, except that even on a failed Fortitude save the Paranoid only suffers the partial effect.
Tin Foil Skull (Ex): The Paranoid has learned to block out all the powers a mage can throw at his mind. At 16th level, he becomes immune to all mind effecting abilities and spells, all attempts to read his mind, and all attempts to detect his alignment.
Don't Blink Or Shut Up (Ex): A Paranoid is so convinced that the foe is after him he never stops watching. At 16th level, he no longer has to close his eyes for any reason. He becomes immune to blindness and deafness, and silence effects. Furthermore, the amount of sleep he needs is reduced by 50%, and he is never caught flat-footed while asleep.
No Slowing Down (Ex): At 17th level, a Paranoid is so alert he can see through any attempt to drop him quickly. He becomes immune to ability score damage, penalties to ability scores, and ability drain of any kind. He also becomes immune to level loss or drain.
Always Myself Alone In My Own Head (Ex): A Paranoid is entirely sure of who he is, to the point he cannot be changed against his will. At 17th level, any polymorph or similar effect used against him fails unless he wants it to. Additionally, he knows his own mind and where it ends. Any form of mental intrusion (including friendly intrusion like a telepathy spell) fails against him unless he allows it to effect him.
I Don't Wanna Die! (Ex): At 18th level, a Paranoid's fear of everything he's ever seen (and most things he hasn't) is enough to give him the strength to keep going. He becomes immune to death effects, death from massive damage, and automatically stabilizes from any bleeding wound or when below 0 HP.
Not Listening LALALALALA! (Ex): At 19th level, a Paranoid knows that every offer made to him is a lie, because clearly they're all out to get him. He becomes immune to any use of the Diplomacy skill, the Bluff skill, or any language dependent spell, power or ability used on him (although he himself may still use the skill on others).
They're All Around Me (Ex): A Paranoid is so sure that enemies are all around him that he can actually see into the future to know when they'll strike. Starting at 19th level, he gets a continuous Foresight effect.
Unstoppable (Ex): At 20th level, a Paranoid has realized he'll always be chased by everything that moves (and even many things that don't), and that the universe has cursed him to be the buttmonkey of everyone for all eternity. He ceases to age (although he still accrues bonuses for aging, and penalties already accrued for aging do not go away), and he gains Regeneration 20 which is overcome by Law.
Get It Away! GET IT AWAY! (Ex): At 20th level, the Paranoid always gets away from the scary bad man. Any time a ranged attack or spell is used against the Paranoid, there is a 30% chance the attack or spell is reflected back on the attacker, swatted back at them by the Paranoid. This is calculated before determining if the attack hits or if spells or powers overcome SR or PR. Use the same roll on the rebounded attack as the original attack had.
Pathetic: All Paranoids believe they're pathetic and that everyone is after them to get rid of them. If for any reason they become convinced of their own self-worth (thereby overcoming their paranoia), they lose all their class features, and all Paranoid levels become levels in another class of their choice.
Some people are skilled warriors. Others are skilled spellcasters. Some heal, some create things, some perform mighty feats. And then there's the Paranoid. His sole redeeming feature is that he's basically indestructible.
The source of his power is unknown, although many suspect it to be an innate magic activated through paranoia. Whatever it is, it works.
Paranoids don't usually follow gods (they're just big guys in the sky out to get him), and rarely get along with other classes (they're just the little guys down here who want to get him).
Paranoids are always Chaotic, and lean towards neutral on the Good/Evil scale.
Class Skills: An Paranoid's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int) (all, taken separately), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skillpoints: 6+Int (x4 at 1st level)
Hit Die: D12 (see text)
{table=head]Level|
BAB|Fort|Ref|Will|
Special
1st|
+1|
+2|
+2|
+2|Thick Skin, Uncanny Dodge, Durable, Can't Sleep Monsters Will Get Me!
2nd|
+2|
+3|
+3|
+3|BAD TOUCH!, Always Watching
3rd|
+3|
+3|
+3|
+3|Resistant Hide (first element), ACK!
4th|
+4|
+4|
+4|
+4|Only Thing We Have To Fear Is Fear Itself, Improved Uncanny Dodge, Twitchy
5th|
+5|
+4|
+4|
+4|Evasion, Quick Fix, Don't Touch Me!
6th|
+6/1|
+5|
+5|
+5|Mettle, Resistant Hide (second element)
7th|
+7/2|
+5|
+5|
+5|He's Out To Get Me!, Spot The Danger
8th|
+8/3|
+6|
+6|
+6|Healthy By Necessity, See The Sneaky Ones
9th|
+9/4|
+6|
+6|
+6|Beat It Down With What You Have, Resistant Hide (third element)
10th|
+10/5|
+7|
+7|
+7|Kill It Kill It Kill It!, Immune Hide, OH GOD SPIDERS!
11th|
+11/6/1|
+7|
+7|
+7|RUN AWAY!, Last One Standing
12th|
+12/7/2|
+8|
+8|
+8|Mages Are Always Watching!, Resistant Hide (fourth element)
13th|
+13/8/3|
+8|
+8|
+8|Improved Evasion, SAVE ME!
14th|
+14/9/4|
+9|
+9|
+9|The Mages Still Hate Me!, Never Stop Running
15th|
+15/10/5|
+9|
+9|
+9|Improved Mettle, Resistant Hide (fifth element)
16th|
+16/11/6/1|
+10|
+10|
+10|Tin Foil Skull, Don't Blink Or Shut Up
17th|
+17/12/7/2|
+10|
+10|
+10|No Slowing Down, Always Myself Alone In My Head
18th|
+18/13/8/3|
+11|
+11|
+11|I Don't Wanna Die!, Resistant Hide (sixth element)
19th|
+19/14/9/4|
+11|
+11|
+11|Not Listening LALALALALA!, They're All Around Me
20th|
+20/15/10/5|
+12|
+12|
+12|Unstoppable, Get It away! GET IT AWAY![/table]
Class Features: The following are all class features of the Paranoid.
Proficiencies: A Paranoid is proficient with all simple and martial weapons, all armors, and all shields (this includes exotic armors and shields). A Paranoid's paranoia gives him a natural insight into weapons to fend off the people who are after him and a keen knowledge of how to block the ones he doesn't see coming.
Can't Sleep Monsters Will Get Me! (Ex): Any time a Paranoid rolls a natural one on any class skill or attack roll, he becomes convinced someone is out to get him right now, and cannot make any other actions until he succeeds on a second check (DC is the same as the original check). In addition, while under the influence of this ability, the Paranoid is confused. Every round the Paranoid fails the check to get out of this ability, he gains a +1 cumulative bonus to the check.
Thick Skin (Ex): The Paranoid knows foes are after him, and his body builds itself up to compensate. At 1st level, he gains +1 to his natural armor. This bonus increases by an additional +1 at every odd level.
Uncanny Dodge (Ex): The Paranoid is always waiting, because he knows foes are around every corner. At 1st level, he gains Uncanny Dodge as the Rogue ability.
Durable (Ex): The Paranoid is extremely durable. Treat his Constitution modifier as twice what it actually is to determine bonus HP at each hit die.
BAD TOUCH! (Ex): The Paranoid is always paranoid about attack, and something inside him protects him when it strikes. At 2nd level, the Paranoid gains DR/- equal to his class level.
Always Watching (Ex): As the Paranoid gets stronger, so does his paranoia. Starting at 2nd level, he gains a bonus to Search, Spot and Listen equal to his class level.
In addition, he gains new forms of vision as his paranoia increases. At 5th level, he gains low light vision, letting him see four times as far in low light. At 10th level, he gains darkvision out to 300 feet. At 15th level, he gains tremorsense out to 250 feet. Finally, at 20th level he gains blindsight out to 200 feet.
Resistant Hide: Starting at 3rd level, an Paranoid begins to resist even the elements. Choose one of the following: fire, cold, acid, electricity, or sonic. You gain resistance to that element equal to 10 plus your class level. You may pick another element off this list every third level. At tenth level, add force, positive and negative energy to this list.
ACK! (Ex): The Paranoid is always ready for a surprise attack. At 3rd level, any time a foe hits him with an attack of opportunity, sneak attack, sudden strike, or any similar ability, he may immediately lash out at them, gaining a single attack against the foe who hit him. Additionally, while under the effects of Can't Sleep Monsters Will get Me!, he automatically makes this additional attack against any creature who hits him with any spell, skill or attack.
Only Thing We Have To Fear Is Fear Itself (Ex): At 4th level, the Paranoid becomes extremely good at shrugging off overwhelming fear (although his fear of everything ever will never go away). He becomes immune to fear effects.
Improved Uncanny Dodge (Ex): This functions as the Rogue ability of the same name.
Twitchy (Ex): The Paranoid is extremely twitchy about his defenses. By 4th level, he's shored up his defenses. He gains his natural armor and armor AC to his touch AC. Additionally, he rarely misses a target, even unusual targets. Treat any weapon he wields as having the ghost touch property.
Evasion (Ex): As the Rogue ability. At 12th level, the Paranoid may use this ability in medium armor and with light shields. At 18th level, they may use it in heavy armor and with heavy shields.
Quick Fix (Ex): Whenever the Paranoid is not at maximum HP, he gains fast healing equal to half his class level. At 15th level, this becomes equal to his class level.
Don't Touch Me! (Ex): A Paranoid doesn't like to be touched. At 5th level, he becomes immune to one of the following: tripping, disarming, bullrushing, or overrunning. He gains an additional immunity from this list each 5th level after this, becoming immune to all four at 20th level.
Mettle (Ex): Whenever the Paranoid succeeds at a Fortitude save that only has a partial effect on a successful save, he instead suffers no effects.
He's Out To Get Me! (Ex): A Paranoid just knows people are after him. Starting at 7th level, he may make a single attack as an immediate action once per round.
Spot The Danger (Ex): A Paranoid has learned to spot things that might do him harm. At 7th level, he gains a continuous Arcane Sight effect, that he may activate or deactivate at will as a free action. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Healthy By Necessity (Ex): A Paranoid knows that showing any weakness could be the time his foe strikes. At 8th level, he has willed himself into not having that weakness, and becomes immune to all poisons and diseases, including magical ones.
See The Sneaky Ones (Ex): A Paranoid is well aware that those !@#$ mages make things invisible. But they won't pull one over on him, no sir! At 8th level, the Paranoid gains a continuous True Seeing effect, that he may activate or deactivate at will as a free action. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Beat It Down With What You Have (Ex): A Paranoid knows that a foe can strike at any time, and he has to be ready to beat them back with whatever is at hand. At 9th level, he gains proficiency with all exotic weapons, and never suffers a penalty for using improvised weapons.
Kill It Kill It Kill It! (Ex): A Paranoid doesn't give foes the chance to come after him again. Any foe he reduces to 0 or fewer hit points immediately drops to -10 hit points instead. He may choose not to use this ability; doing so requires a Constitution check with a DC equal to his initial attack roll to hit. While under the effects of Can't Sleep Monsters Will get Me!, he cannot deactivate this ability.
Immune Hide (Ex): A Paranoid's hide continues to get tougher as he levels. At 10th level, his Resistant Hide ability instead grants immunity to the selected elements, instead of resistance.
OH GOD SPIDERS! (Ex): A Paranoid's fear allows him to effect masses of foes. At 10th level, he gains the ability to treat all swarms as a single creature for the purpose of attacking them. In other words, he may attack swarms of Diminutive or Fine creatures with weapons, he does full attack damage to swarms when attacking, he may strike them with critical hits, and he may target them with spells limited to a number of creatures as if they were one creature.
RUN AWAY! (Ex): A Paranoid has mastered the trick of getting away quickly. At 11th level, all his movement speeds double.
Last One Standing (Ex): A Paranoid knows that the trick to staying alive is to always have the most health. At 11th level, he gains max HP for all his hit dice (both current and future).
Mages Are Always Watching! (Ex): A Paranoid knows that the ones that are really after him are those pesky spellcasters. At 12th level, the Paranoid becomes immune to all attempts to scry on him.
Improved Evasion (Ex): As the Rogue ability. Like the Paranoid's Evasion, this version works with medium armor, and heavy armor at level 18.
SAVE ME! (Ex): A Paranoid's keen intellect recognizes that he is his only chance for survival, and he has toughened himself against all outcomes. He gains a bonus to all his saves equal to his Constitution modifier.
The Mages Still Hate Me! (Ex): The Paranoid is still being chased by those pesky mages! Starting at 14th level, he gains spell resistance and power resistance equal to 11 plus his class level.
Never Stop Running (Ex): Nothing can keep the Paranoid from getting away when he chooses to. At 14th level, he gains a continuous Freedom of Movement effect.
Improved Mettle (Ex): As Mettle, except that even on a failed Fortitude save the Paranoid only suffers the partial effect.
Tin Foil Skull (Ex): The Paranoid has learned to block out all the powers a mage can throw at his mind. At 16th level, he becomes immune to all mind effecting abilities and spells, all attempts to read his mind, and all attempts to detect his alignment.
Don't Blink Or Shut Up (Ex): A Paranoid is so convinced that the foe is after him he never stops watching. At 16th level, he no longer has to close his eyes for any reason. He becomes immune to blindness and deafness, and silence effects. Furthermore, the amount of sleep he needs is reduced by 50%, and he is never caught flat-footed while asleep.
No Slowing Down (Ex): At 17th level, a Paranoid is so alert he can see through any attempt to drop him quickly. He becomes immune to ability score damage, penalties to ability scores, and ability drain of any kind. He also becomes immune to level loss or drain.
Always Myself Alone In My Own Head (Ex): A Paranoid is entirely sure of who he is, to the point he cannot be changed against his will. At 17th level, any polymorph or similar effect used against him fails unless he wants it to. Additionally, he knows his own mind and where it ends. Any form of mental intrusion (including friendly intrusion like a telepathy spell) fails against him unless he allows it to effect him.
I Don't Wanna Die! (Ex): At 18th level, a Paranoid's fear of everything he's ever seen (and most things he hasn't) is enough to give him the strength to keep going. He becomes immune to death effects, death from massive damage, and automatically stabilizes from any bleeding wound or when below 0 HP.
Not Listening LALALALALA! (Ex): At 19th level, a Paranoid knows that every offer made to him is a lie, because clearly they're all out to get him. He becomes immune to any use of the Diplomacy skill, the Bluff skill, or any language dependent spell, power or ability used on him (although he himself may still use the skill on others).
They're All Around Me (Ex): A Paranoid is so sure that enemies are all around him that he can actually see into the future to know when they'll strike. Starting at 19th level, he gets a continuous Foresight effect.
Unstoppable (Ex): At 20th level, a Paranoid has realized he'll always be chased by everything that moves (and even many things that don't), and that the universe has cursed him to be the buttmonkey of everyone for all eternity. He ceases to age (although he still accrues bonuses for aging, and penalties already accrued for aging do not go away), and he gains Regeneration 20 which is overcome by Law.
Get It Away! GET IT AWAY! (Ex): At 20th level, the Paranoid always gets away from the scary bad man. Any time a ranged attack or spell is used against the Paranoid, there is a 30% chance the attack or spell is reflected back on the attacker, swatted back at them by the Paranoid. This is calculated before determining if the attack hits or if spells or powers overcome SR or PR. Use the same roll on the rebounded attack as the original attack had.
Pathetic: All Paranoids believe they're pathetic and that everyone is after them to get rid of them. If for any reason they become convinced of their own self-worth (thereby overcoming their paranoia), they lose all their class features, and all Paranoid levels become levels in another class of their choice.