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ngilop
2014-02-19, 05:04 PM
Elf Paragon


Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd


1st
+0
+0
+2
+0
+2 to Charisma, Elven Sight
1




2nd
+1
+0
+3
+0
Arcane Focus, Bonus Feat, Fleet Footed
2
0



3rd
+2
+1
+3
+1
+2 to Dexterity, Magic in the Blood
3
1
0


Alignment: Any
Hit Die: 1d8

Class Skills:
The elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Weapon and Armor Proficiency: Elf paragons are proficient with all simple weapons, shortswords, longswords, shortbows, and longbows. Elf paragons are proficient with light armor and chain mail, but not with shields.

Spells:
An elf paragon casts arcane spells which are drawn from the sorcerer/wizard spell list. An elf paragon must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the elf paragon must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a elf paragon’s spell is 10 + the spell level + the elf paragon’s Intelligence modifier.

Like other spellcasters, a elf paragon can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a elf paragon may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the elf paragon decides which spells to prepare.

Ability Boosts: Elf Paragons gain a +2 bonus to their Charisma at level 1 and a +2 bonus to Dexterity at level 3

Elven Sight {Ex}: An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Arcane Focus {Ex}: Elf Paragons gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Fleet Footed {Ex}: Elf Paragons receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Magic in the Blood {EX}: An elf paragon can now use their spell-like abilities an addition time per day for every 3rd level. Furthermore an elf paragon adds his class levels to an arcane casting class to determine his total caster level


Dwarf Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
+2 to Strength, Craft Expertise


2nd
+2
+3
+0
+0
Improved Stone Cutting, Stubborn, Bonus Feat


3rd
+3
+3
+1
+1
+2 to Constitution, Spell Resistance


Alignment: Any
Hit Die: 1d10

Class Skills:
The dwarf paragon's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (including tower shields).

Ability Boosts: Dwarf Paragons gain a +2 bonus to their Strength at level 1 and a +2 bonus to Constitution at level 3

Craft Expertise {Ex}: A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items.

Improved Stone Cutting {Ex}: A dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground

Stubborn {Ex}: A dwarf paragon receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the charm, compulsion, and fear sub-schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails.

Spell Resistance {Ex}: A dwarf paragon gains spell resistance equal to 10 + their character level + their constitution modifier.


Gnome Paragon


Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd


1st
+0
+0
+0
+2
+2 to Charisma, Illusion Aptitude
2




2nd
+1
+0
+0
+3
Master Tinker, Acadamecian, Bonus Feat
3
1



3rd
+1
+1
+1
+3
+2 to Constitution, Mirror Image
4
2
1


Alignment: Any
Hit Die: 1d6

Class Skills:
The gnome paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Spells Known


Level
0lvl
1st
2nd


1st
4




2nd
5
21



3rd
5
3
21


1 Provided the Gnome has sufficient Intelligence to have a bonus spell of this level.

Spells
A gnome paragon casts arcane spells which are drawn from the gnome paragon spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a gnome paragon must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sgnome paragon’s spell is 10 + the spell level + the gnome paragon's intelligence modifier.

Like other spellcasters, a gnome paragon can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high intelligence score.

A gnome paragon’s selection of spells is extremely limited. A gnome paragon begins play knowing four 0-level spells of your choice. At each new gnome paragon level, he gains one or more new spells, as indicated on the spells known table. (Unlike spells per day, the number of spells a gnome paragon knows is not affected by his Intelligence score; the numbers on the table are fixed.)

Weapon and Armor Proficiency: Gnome paragons are proficient with all simple weapons and with light armor.

Ability Boosts: Gnome Paragons gain a +2 bonus to their Charisma at level 1 and a +2 bonus to Constitution at level 3

Illusion Aptitude {Ex}: A gnome paragon's caster level to determine the effects of any illusion spells he casts, including those gained as innate abilities of the gnome race, is equal to his total character level.

Master Tinker {Ex}: A gnome paragon gains a +1 bonus on Disable Device and Knowledge (engineering) checks. This bonus increases by 1 every 6th level.

Acadmecian {Ex}: A gnome paragon gains a +2 bonus on any single Knowledge skill or Craft: Alchemy.

Mirror Image {Sp}: A gnome paragon gains the ability to cast mirror image once per day as a spell-like ability with a caster level equal to his gnome paragon level.

Spell List
0 Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mending, Prestidigitation, Read Magic, Repair Minor Damage, Resistance

1st Animate Rope, Buzzing Bee, Disguise Self, Fist of Stone, Golem Strike, Hold Portal, Hypnotism, Repair Light Damage, Silent Image, Unseen Servant, Ventriloquism

2nd Daze Monster, Delusions of Grandeur, Earthern Grasp, Glitterdust, Locate Object, Make Whole, Mirror Image, Misdirection, Rebuke, Repair Moderate Damage


Halfling Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
+2 to Wisdom, Sling Mastery


2nd
+1
+0
+0
+0
Save Bonus, Shiftless, Bonus Feat


3rd
+1
+1
+1
+1
+2 to Dexterity, Halfling Luck


Alignment: Any
Hit Die: 1d6

Class Skills:
The halfling paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of hand (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Halfling paragons are proficient with all simple weapons and with light armor.

Ability Boosts: Halfling Paragons gain a +2 bonus to their Wisdom at level 1 and a +2 bonus to Dexterity at level 3

Sling Mastery {Ex}: A halfling paragon gains a bonus on damage rolls when using a sling equal to his class level. In adition a halfling paragon can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Save Bonus {Ex}: A halfling paragon's racial bonus on all saving throws increases by 1.

Shiftless {Ex}: A halfling paragon gains a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them.

Halfling Luck {Ex}: A number of time per day per class level a halfling paragon can gain a +3 luck bonus on an ability check, attack roll, saving throw, or skill check. They gain the full +3 if used before the roll, and a +1 after the roll if its is an attack roll or saving throw, while an ability check or skill check is a +2 after the roll.


Human Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
Bonus Feat, Adaptive Learning


2nd
+1
+0
+0
+0
Heart of the World


3rd
+1
+1
+1
+1
Bonus Feat, +2 to any 1 Ability Score, Triumphant Intensity


Alignment: Any
Hit Die: 1d6

Class Skills:
The human paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.)
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Human paragons are proficient with all simple weapons and with light armor. In addition, a human paragon is proficient with any one martial weapon of his choice.

Ability Boost: Human paragons gain a +2 racial bonus to one ability score of their choice at level 3.

Adaptive Learning {Ex}: At 1st level, a human paragon can designate a number of his human paragon class skills equal to his Intelligence modifier as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Heart of the World {Ex}: A human paragon selects one of the following Heart of X abilities and gains the listed benefits.

•Heart of the Fields The human paragon gains a racial bonus equal to half their class level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.
•Heart of the Mountains The human paragons gains a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude.
•Heart of the Sea The human paragon gains a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spell casters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.
•Heart of the Slums the human paragon gains a +2 racial bonus on Sleight of Hand and Stealth checks, and a +2 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll.
•Heart of the Snows The human paragon gains a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and against trip attempts. This bonus applies on Balance and Climb checks made in slippery conditions.
•Heart of the Streets The human paragon gains a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies.
•Heart of the Sun The human paragon gains a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.
•Heart of the Wilderness The human paragon gains a racial bonus equal to their class level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add their class level to their Constitution score when determining the negative hit point total necessary to kill them.

Triumphant Intensity {Ex}: When a human paragon rolls a natural 20 on the dice for any action he gains a +4 bonus on the next d20 roll made within 1 round.


Half-Dwarf Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+2
+0
+1
+2 to any 1 Ability Score, Tougher and Stronger


2nd
+1
+3
+0
+1
Bonus Feat, Dwarven Grit


3rd
+2
+3
+1
+2
+2 to Constitution, Magic Resistant


Alignment: Any
Hit Die: 1d8

Class Skills:
Skill Points at Each Level: 4 + Int modifier

B]Weapon and Armor Proficiency:[/B] Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (excluding tower shields).

Ability Boost:Half-dwarf paragons gain a +2 bonus to any ability score except Constitution or Charisma at level 1 and a +2 bonus to Constitution at level 3.

Tougher and Stronger {Ex}: A half-dwarf paragon gains a +2 bonus to his Natural AC as well as a +1 bonus to Strength checks.

Dwarven Grit {Ex}: Once per encounter a half-dwarf paragon can re-roll a failed save.

Magic Resistant {Ex}: A half-dwarf paragon gains further +1 bonus on his saving throws against spells and spell-like effects.


Half-Orc Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+2
+0
+2
+2 to 1 ability score, Slayer


2nd
+1
+3
+0
+3
Scavanger, Bonus Feat


3rd
+2
+3
+1
+3
+2 to Strength, Barbarity


Alignment: Any
Hit Die: 1d8

Class Skills:
The half-orc paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Half-orc paragons are proficient with all simple and martial weapons, and with light armor and medium armor.

Ability Boost: A half-orc paragon gains a +2 bonus to one ability score except Strength or Charisma at level 1 and a +2 bonus to Strength at level 3.

Slayer {Ex}: A half-orc paragon gains a bonus to weapon damage rolls equal to his class level. This extra damage is the same type as the weapon and is multiplied on a critical hit.

Scavanger {Ex}: A half-orc paragon receive a +2 racial bonus on Appraise checks and on search checks to find hidden objects (including traps and secret doors).

Barbarity {Ex}: When a half-orc paragon is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.


Half-Elf Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
+2 to 1 ability score, Elven Vision


2nd
+1
+0
+0
+3
Bonus Feat, Persuasion


3rd
+2
+1
+1
+3
+2 to Dexterity, Elven Gifts


Alignment: Any
Hit Die: 1d6

Class Skills:
The half-elf paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), and Swim (Str).
Skill Points at Each Level: 6 + Int modifier

Weapon and Armor Proficiency: Half-elf paragons are proficient with all simple weapons and with light armor.

Ability Boosts: A half-elf paragon gains a +2 bonus to any ability score except for Dexterity or Constitution at level 1 and a +2 bonus to Dexterity at level 3.

Elven Vision {Ex}: A half-elf paragon's racial bonus on Listen, Search and Spot checks increases to +2.

Persuasion {Ex}: Half-elf paragons gain a +2 bonus to Bluff, Diplomacy, and Disguise.

Elven Gifts {Ex}: Half-elf paragons gain a +2 bonus to will saves and can cast a single 0-level spell once per day as a spell-like ability.



Half-Ogre Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
+2 to Strength, Tough Body


2nd
+2
+3
+0
+0
Bonus feat, Monstrous Roar


3rd
+3
+3
+1
+1
+2 to any 1 Ability Score, Ground Pound


Alignment: Any
Hit Die: 1d10

Class Skills:
The half-ogre's paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Half-ogre paragons are proficient with all simple and martial weapons and with light and medium armor

Ability Boosts: A half-ogre paragon gains a +2 bonus to Strength at level 1 and a +2 bonus to any ability score except for Strength and Intelligence at level 3.

Tough Body {Ex}: A half-ogre paragon gains a +1 bonus to Fortitude saves. In addition at level 3 he gains a +1 bonus to his natural armor class

Monstrous Roar {Ex}: As a standard action the half-ogre paragon lets loose a chilling roar. He makes an intimidate check, adding his strength modifier in addition to his charisma. Every creature in a 60 foot long cone 20 feet wide at the end makes a will save opposing the Intimidate check, those who fail are shaken for 1d6 rounds.

Ground Pound {Ex}: As a full round action the half-ogre paragon can smash both his fists into the ground at his feet, causing the terrain withing 10 feet to become difficult and forcing all within the are of effect to make a reflex save DC 10 + 1/2 the half-ogre paragon's character level + half-ogre paragon's Strength modifier or be knocked prone.


Saurial Paragon


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
+2 to Intelligence, Deep Breath


2nd
+1
+0
+0
+0
Bonus Feat, Fast Healing 1


3rd
+2
+1
+1
+1
+2 to any 1 Ability, Environmental Adaptation


Alignment: Any
Hit Die: 1d8

Class Skills:
The saurial paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Saurial paragons are proficient with all simple, light armor, and shields (excluding tower shields).

Ability Boosts: Saurial paragons gain a +2 bonus to intelligence at level 1 and a +2 bonus to any ability score except Intelligence or Charisma at level 3.

Deep Breath {Ex}: A saurial paragon can now hold his breathe four times as long as its Constitution score before it risks drowning.

Fast Healing {Ex}: Saurial paragons gain fast healing 1

Environmental Adaptation {Ex}: A Saurial paragon is considered under the effects of an Endure Elements spell continuously.

ngilop
2014-02-19, 05:07 PM
These are the racial paragon classes for my campaign world. I got 4/10 done and all the table done; will work on the rest at a later time.

I didn't think the UA version went far enough to make for example a dwarf more dwarfy.

I hope you all take a gander and lemme know what you think so far :)

ngilop
2014-02-22, 12:54 PM
allrighty I finished my paragon classes.

Agent 451
2014-02-22, 10:42 PM
For the saurial RPC, is that intended for use by all of the four types of saurial? Or is there another race of saurial separate from the Faerun ones?

ngilop
2014-02-22, 10:47 PM
Oh, i guess I should have expalined that part LOL

Saurials are LA 0 lizardmen in my campaign world and are the most ancient of races. to get a better glimpse of what they are like. humans tells legends about how super awesome elven magic and elven heroes of old were. and Elves have tales about the lizardman magic and heroes of yore.

Agent 451
2014-02-22, 11:06 PM
Ah, I see. One other question, are you using different racial stats for the elves considering the RPC gets "magic in the blood"?

ngilop
2014-02-22, 11:29 PM
Yes they get different racial stats, elves for instance get a small number of spell like abilities ( like entangle for sylvan elves)


they each get 2 positive modifiers and 1 negative modifer. Similar to how pathfinder does it

as well as some different things, like Mountain Dwarves get tremor sense half orcs get rage and half -ogres are large size ( im not sure if they got anything but a template out of dragon magazine).

Agent 451
2014-02-22, 11:50 PM
Do you have your races posted, or have links to them? I'd be interested in seeing them.

ngilop
2014-02-23, 12:04 AM
Here they are :)

Hill Dwarves
+2 Constitution +2 Wisdom, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stone Touched: some dwarves’ affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability
+1 racial bonus on all attack rolls from axes and hammers.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects (this bonus stacks with the one from poisons if said spell or spell-like ability is delivering poison).
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
{{ Mountain Dwarves gain all of the Above as well as Tremor sense 10 feet plus an additional 5 feet every 5 levels, as well as Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.}}

High Elves
+2 Dexterity +2 Intelligence, -2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Darkvision: Elves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, longbow and short bow, and the composite bow as bonus feats.
+1 racial bonus to all attack rolls by longbows, short bows and composite bows.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Spell-Like Abilities: 1/day—Detect Magic, and prestidigitation. Caster level 1st; save DC 10 + Elves’ Cha modifier + spell level.
{{ Sylvan Elves ( also known as Wood elves and Wild elves, though Wild is a derogatory word and an insult if called that) Gain all of the above except they get a +2 to Str and Dex and a -2 to Con, they also gain Entanlge 1/day as an additional spell-like ability. As well as Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2 and Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Hide and Move SIlently while moving by 5 and can make Hide and Move Silent checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). }}
{{Drow (also known as Dark Elves) gain all of the above as well as Darkvision out to 120 feet and suffer a -4 penalty to Charisma and well as suffering from Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness.}}

Gnomes
+2 Constitution +2 intelligence, -2 Wisdom.
Small: As a Small creature, a gnome a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Darkvision: Gnomes can see in the dark up to 90 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
+1 racial bonus on Disable Device and Knowledge (engineering) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.


Half-Elves
+2 Dexterity
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Darkvision: half-elves can see in the dark up to 30 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Adaptability: Half-elves when failing a diplomacy, Intimidate, gather information, or sense motive check can immediately make one and only 1 re-roll at a -5 penalty.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf as well as a human.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

Half-Orcs
+2 Strength +2 constitution, -2 Intelligence, -2 Charisma.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature
Darkvision: Half-orcs can see in the dark up to 30 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc as well as a human.
Orcen Ferocity: Half-orc gain Rage as a bonus feat,
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.


Halflings
+2 Dexterity +2 Charisma, -2 Strength.
Small: As a Small creature, a halfling gains a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+2 racial bonus on saving throws against fear:
+1 racial bonus on attack rolls with slings.
+1 racial bonus to Initiative.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Humans
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Fast Learners: Humans gain a 5% bonus to experience earned.


Saurials (Lizard Men)
• +2 Constitution, -2 Charisma.
• Medium size.
• A Saurial’s base land speed is 30 feet, Swim Speed is 30 feet.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4) and bite (1d4).
• Special Qualities: Hold breath. Able to hold their breath twice as long as a human.
• Automatic Languages: Common, Saurus. Bonus Languages: Aquan, Bullywug, Goblin, Orc.

Half-Dwarf
• +2 Constitution
• Medium size.
• A half-Dwarf’s’s base land speed is 30 feet,
Darkvision: Half-dwarves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Stonecunning: This ability grants a half-dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A half-dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a half-dwarf can use the Search skill to find stonework traps as a rogue can. A half-dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Half-dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A half-dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Dwarf-blooded: For all effects related to race, a half-dwarf is considered a dwarf as well as a human.
+2 racial bonus on saving throws against poison.
+1 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Half-Ogre
• +2, Strength +2 Constitution, -2 Intelligence, - 2 dexterity, -4 Charisma.
• DarkVision: Half-Ogres can see in the dark up to 60 feet.Darkvision is otherwise like normal sight but can function just fine with no light at all.
• A Half Ogre’s base land speed is 30 feet,
• +3 natural armor bonus.
• Large Size: As a Large creature a Half-ogre suffers a -4 penalty on Hide checks, gains a +4 bonus on grapple checks, uses larger weapons than a medium sized character and finds their lifting and carrying limits double those of Medium characters.
• Ogre Blood: For all effects related to race, a half-ogre is considered an ogre as well as a human.
Imposing Figure: Half-ogres get a +3 racial bonus to Intimidate checks.
• Automatic Languages: Common and Giant Bonus Languages Dwarven, Orc, Gnoll, goblin.

The Dragon
2014-02-23, 01:31 PM
Taking these seems like shooting yourself in the foot.

I'd take levels in Elf paragon over wizard if I was 100% sure that the game would not continue after level three, and would start at level 2.
In all other scenarios, it's just bad. You'd be way better off with levels of wizard, duskblade or swashbuckler to achieve the same feel.
Suggestion: Make it proggress wizard spellcasting instead of this wierd thing you're up to. It makes this class less useless after level 3.

I'd take levels in dwarf paragon because it is just plain awesome. It's way better than fighter levels, but hey, that's probably how it should be.
Suggestion: I'd cut out the bonus feat, as it seems unneccesary.

I'd not take levels in gnome paragon if you paid me to - what are you expecting them to do in combat? They aren't skill monkeys, they aren't warriors, their spell casting have no combat application.
Suggestions: Add sleep, color spray and hold person to their spell list, but know that they'll still suffer from the same problem as your elf paragon, in that they're totally useless if the game continues after level 3.
Better yet, let them proggress beguiler spellcasting. This could keep them useful, although I still don't see a lot of people taking paragon unless they really want that int boost for something.
On another note, there's a typo in there: You mean to write Academic or Academician, I think.

Your halfling paragon has the same problem as the gnome. It's useless in combat, it's a useless skill monkey.
Suggestion: Add a single +1d6 sneak attack, and make them medium BaB.

Human paragon suffers from the same symptoms. I'm not sure what to do to fix here, it seems to lack identity entirely. That might stem from humans lacking a cohesive 'role', but you need to add in something they do well.

½Dwarf paragon is all right, I guess. I think I'd take them just as soon as fighter levels. They don't hold a candle to dwarf paragons, ut I suppose they make all right warriors if you stick their ability bonus into strength.

½Orc paragons probably make pretty good warriors. I think I'd take them just as soon as core-only barbarian levels. Not too shabby. I'd suggest going full base attack.

Half-elves probably make passable skill monkeys. I'm missing something to make me play them. I'm not sure what to suggest here.

Half-ogre paragons are cool. I can't see any changes they'd desperately need.

ngilop
2014-02-23, 02:19 PM
whats the point of making elf paragons continue progression as an arcane caster IF they are not arcane caster to begi with.. no point in being an elf paragon if you are say an elven rogue then you miss out on 1/2 of the paragon class features. much better to tie into the fact that elves love magic and all of them study it to an extent. I did a weakend wizard progresion on purpose.

same with Gnome casting

these are completely optional classes one can take and are supposed to ( with all 3 levels) represent the apex elfish elf or the most dwarfiest dwarf.

These classes aren;t for power purposes I never make a class to be powerful. These are meant to be flavorful classes tot ake when at the end you feel there is a greater seperatation between an elf and a human than +2 dex and -2 Con. you get +4 dex, + 2 Int, +2 Cha, and -2 Con vs a humans +2 to any stat and some elven casting added in as a bonus,

Im not sure how they are totally useless after levle 3, stats boost are especially untyped are never useless in my opion.

Amechra
2014-02-23, 02:49 PM
Idea:

Elf Paragons get Wizard spellcasting; as in, a 1st level Elf Paragon casts spells like a 1st level Wizard, and so on and so forth.

This spellcasting stacks with that of the actual Wizard class. So an Elf Rogue X/Paragon 3/Whatever Y would cast spells like a 3rd level Wizard, while an Elf Paragon 3/Wizard 1 would cast spells like a 4th level Wizard.

Thoughts?

The Dragon
2014-02-23, 04:17 PM
Idea:

Elf Paragons get Wizard spellcasting; as in, a 1st level Elf Paragon casts spells like a 1st level Wizard, and so on and so forth.

This spellcasting stacks with that of the actual Wizard class. So an Elf Rogue X/Paragon 3/Whatever Y would cast spells like a 3rd level Wizard, while an Elf Paragon 3/Wizard 1 would cast spells like a 4th level Wizard.

Thoughts?

That's what the original elven paragon did, sort of. It dropped a wizard level at second level, which was probably a good idea, because otherwise elf paragon is a straight up upgrade of wizard, which is bad, because the wizard is already plenty powerful.


whats the point of making elf paragons continue progression as an arcane caster IF they are not arcane caster to begi with.. no point in being an elf paragon if you are say an elven rogue then you miss out on 1/2 of the paragon class features. much better to tie into the fact that elves love magic and all of them study it to an extent. I did a weakend wizard progresion on purpose.

same with Gnome casting

these are completely optional classes one can take and are supposed to ( with all 3 levels) represent the apex elfish elf or the most dwarfiest dwarf.

These classes aren;t for power purposes I never make a class to be powerful. These are meant to be flavorful classes tot ake when at the end you feel there is a greater seperatation between an elf and a human than +2 dex and -2 Con. you get +4 dex, + 2 Int, +2 Cha, and -2 Con vs a humans +2 to any stat and some elven casting added in as a bonus,

Im not sure how they are totally useless after levle 3, stats boost are especially untyped are never useless in my opion.


I maintain that homebrew should strive for balance. I'll come back to this point.

The elf paragon is not a bad class, but it runs into the problem of not having anything to do after level 3. You can either start taking wizard level, but this makes you a wizard with +2 int who just lost 3 caster levels. Alternatively, you can take duskblade levels, but that has the same problem. Finally, there's levels of fighter, swashbuckler or something similar, which will probably be your best bet. I'm not saying that your elf paragon is bad, I'm saying that it would be better if it's spellcasting didn't suddenly stop after level 3, because of how spellcasting works. What class would you take before or after taking elf paragon levels, yourself?

Now, on the gnome, halfling and the human: I think every class should bring something to the fight. Because at its core, the rules of D&D are mainly about fighting, and D&D adventures are likely to have a good bit of fighting in it. The main thing that determines how well you fight is which classes you take.

You cannot claim hat any of the three above classes bring anything to the table in shape of fighting ability. They don't bring anything in terms of a broad ability in skills, either. And finally, they don't bring combat spellcasting either*. This means that they are sitting ducks every time initiative is rolled.
Obviously, player agency can alleviate low class power. I've seen a fighter be a more effective character than a warblade, for this very reason.

But saying "It does not need to be as strong as other classes, it's just an option" or "this class is only for clever players, because the mechanics are weak" is poor design, in my opinion. I think you(as in any homebrewer out there) should strive to make something that has three things going for it.
1. It is not overpowered.
2. It makes people want to use it.
3. It does not gimp characters for taking it.

*Obviously, the gnome has spellcasting. All of the spells he can learn are either weak, or for non-combat purposes only.

Finally, these classes are devoid of flavor that does not already exist in the race. If you were not expecting people to comment on the powerlevel of the classes, what exactly were you expecting comments on?

If you do not desire my thoughts or critique, you need only say the word, and I'll be off and away.

ngilop
2014-02-25, 08:29 PM
again racial paragon classes are not supposed to replace a full base class or be on equal terms as one.

Its supposed to be for more flavorful reasons to make one feel more like a gnome or halflaing that just what the PhB gives, I never felt the UA variant did that well enough. some sub-par abilities and ones that literally screw your character over.

Case in point. Elves are supposed to be highlymagical and potent beings all teh UA RPC did was gives soem bullcrap bonuses and then added to wizard spell casting. so basically unless you went into the RPC as a wizard it was 100% useless from level 1 to level 3.

My class atually gives you spellcasting, minor though it is to better represent that a elf is more than just a human with a tiny bonus to dex and a penalty to con.

as for humans and gnomes paragon classs being useless in combat imma poit out a couple of things for each

Human) depedning on what one you go with you can ignore exausted once a day or get a +1 bonus to AC, let lone the fact that everytime a human charaxtcer rolls a nat 20 they get a sizeable bonus to the next roll. most D20 rolls are for combat purposes

Gnome) SIlent image is hella useful not just in combat, not to mention the otehr spells they get, but I have been persuaded to add more spells tot eh gnomes repotoire.