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.
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.