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View Full Version : D&D 3.x Class Paragon (Fixed list caster, divine, Exalted Good)



Zaydos
2015-06-04, 02:46 PM
Paragon

Paragons are priests of Good and the gods which serve it. Paragons dedicate their lives to serving others, to making the world just a little better with whatever powers they can bring to bear. They are not paladins, they are not the militant champions of the faith, they are merely do gooders, the beatified.

Adventures: A Paragon adventures to work good in the world. They are unlikely to be driven by greed, or selfish desire, but a village in need of a savior, a spell-fueled plague threatening the nation, these things will stir a Paragon to action.

Characteristics: A paragon wields the raw power of Good. They are pious and faithful, driven by their own conscience first and foremost. A paragon is one who puts good first, even in a society which would outlaw good. It is this devotion and purity of spirit which grants a paragon their powers.

Alignment: Paragons draw their power from their purity and altruism. All Paragons must be Good.

Religion: Some Paragons worship Good itself as if it were a god, others worship a variety of good aligned deities, and some even worship no deity seeing no need to do so. Some paragons who worship deities draw their powers from the gods themselves instead of some nebulous force of good. Even so, no Paragon would worship a non-Good god.

Background: Paragons can come from almost any background. They can be born from the deepest heart of evil civilizations, though they rarely live to adulthood, or in the warmest cradle of the most enlightened society. Some paragons have shadowed pasts, for what is good if not willing to accept redemption, but once the path is found it is one which must be walked with care. For while an ablation of past wrongs is possible once such a path is begun and willfully turned away from such whole-hearted devotion is not easily come by.

Races: A paragon can be born from any race, even those which are grasped by evil absolute. Paragons are rare regardless of race, with Azurins and Aasimar being two which show a greater aptitude towards the role than most.

Other Classes: Paragons get along best with other classes which draw their power from their faithfulness and righteousness, causing them to get along best with Clerics, Paladins, Good Crusaders, and Incarnates. Those classes with a tendency to skirt the greyer side of Good even when falling within Good sometimes grate alongside a Paragon, and they often find themselves at odd with those who draw powers from darkness directly such as Dread Necromancers and Hexblades. They are enemies of Evil Clerics, Paladins, Crusaders, and Incarnates, though they need not always come to blows, the most important battlefields are often those of words.

Role: A Paragon is a variation on the cleric. They have various Exalted abilities and a fixed spelllist drawn primarily from a cleric's. They can serve as competent healers, blasters when facing evil foes, and have a limited ability to bolster and buff allies. Their advanced learning allows them to focus in one of these roles or cherry pick cleric spells for all three.

GAME RULE INFORMATION
Paragons have the following game statistics.
Abilities: Wisdom is the most important ability score for a Paragon as it determines their spellcasting power. Charisma is useful for its role in social skills and in determining turn undead uses. A paragon which engages in melee combat may also find themselves in need of Strength, Dexterity, and Constitution.
Alignment: Any Good. A Paragon which draws their powers from a god must also follow the alignment restrictions of a cleric.
Hit Die: d8
Starting Age: Medium.
Starting Gold: As cleric.

Class Skills
The paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (-), and Spellcraft (Int).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

PARAGON


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Spells per Day








1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+2

+0

+2
Aura of Good, Bonus Feat
3
-
-
-
-
-
-
-
-


2nd

+1

+3

+0

+3
Turn Undead
4
-
-
-
-
-
-
-
-


3rd

+2

+3

+1

+3
Bonus Feat
5
-
-
-
-
-
-
-
-


4th

+3

+4

+1

+4
Advanced Learning
6
3
-
-
-
-
-
-
-


5th

+3

+4

+1

+4
Bonus Feat
6
4
-
-
-
-
-
-
-


6th

+4

+5

+2

+5
Heart of Righteousness
6
5
3
-
-
-
-
-
-


7th

+5

+5

+2

+5
Bonus Feat
6
6
4
-
-
-
-
-
-


8th

+6

+6

+2

+6
Advanced Learning
6
6
5
3
-
-
-
-
-


9th

+6

+6

+3

+6
Bonus Feat
6
6
6
4
-
-
-
-
-


10th

+7

+7

+3

+7
Tongue of the Honest Teacher
6
6
6
5
3
-
-
-
-


11th

+8

+7

+3

+7
Bonus Feat
6
6
6
6
4
-
-
-
-


12th

+9

+8

+4

+8
Advanced Learning
6
6
6
6
5
3
-
-
-


13th

+9

+8

+4

+8
Bonus Feat
6
6
6
6
6
4
-
-
-


14th

+10

+4

+4

+9
Celestial Magic
6
6
6
6
6
5
3
-
-


15th

+11

+9

+5

+9
Bonus Feat
6
6
6
6
6
6
4
-
-


16th

+12

+10

+5

+10
Advanced Learning
6
6
6
6
6
6
5
3
-


17th

+12

+10

+5

+10
Bonus Feat
6
6
6
6
6
6
6
4
-


18th

+13

+11

+6

+11
Aura of Righteousness
6
6
6
6
6
6
6
5
3


19th

+14

+11

+6

+11
Bonus Feat
6
6
6
6
6
6
6
6
4


20th

+15

+12

+6

+12
Advanced Learning, Miracle
6
6
6
6
6
6
6
6
5



Weapon and Armor Proficiencies: Paragons are proficient in simple weapons and light and medium armor as well as shields (except tower shields).

Spellcasting: A paragon casts divine spells drawn from the spell list below. They can cast any spell they know without preparing it ahead of time and when a paragon gains access to a new level of spells they are automatically considered to know all of them (and they can add additional spells through advanced learning). Essentially a paragon’s spell list is the same as their spells known list.

A paragon uses Wisdom to determine what level spells they can cast, spell DCs, and bonus spells.

Aligned Spells: A paragon may not cast spells with an alignment descriptor that does not match their own alignment or that of their god's.

Code of Conduct: A paragon is expected to maintain an Exalted status one who does not becomes an Ex-Paragon until they atone. A paragon whose alignment changes from Good become's an ex-paragon permanently unless it was do to external effects and not the paragon's own actions (in which case they may atone normally once they are Good aligned again).

Aura of Good (Ex): A paragon radiates an aura of good as a good cleric of their level.

Bonus Feat: At 1st level, and every odd level thereafter a Paragon gains a bonus feat. This feat may be any Exalted feat the Paragon qualifies for. If the Paragon has Vow of Poverty it may instead be any feat the Paragon qualifies for.

Turn Undead (Su): Beginning at 2nd level a Paragon may channel divine power to repulse and destroy undead much like a cleric. At 2nd level they gain Turn Undead as a cleric of the same level.

Advanced Learning: At 4th level and every 4th level thereafter a Paragon gains knowledge of one Abjuration, Conjuration (Healing), or [Good] descriptor spell from the Cleric spell list of a level no higher than the highest level they may cast.

Heart of Righteousness (Ex): A Paragon is a pinnacle of honesty, righteousness, and purity. Beginning at 6th level a Paragon cannot be magically compelled to perform any action which would make them lose their Exalted status or break any Vow feat they possess, or break any Paladin Code of Conduct they may possess. Any attempt to do so immediately ends the compulsion or charm effect.

Tongue of the Honest Teacher (Su): A Paragon must act as emissary and teacher to other mortals, and to do that must be able to speak and communicate with them. Beginning at 10th level a Paragon may speak with any living creature with an Int of 1 or higher, and gains a +4 sacred bonus to Diplomacy and Gather Information checks. However a Paragon may not lie when using this ability to speak a language they do not know and if they lie they lose the sacred bonus to checks for 1 minute.

Celestial Magic (Su): A Paragon's spiritual purity and righteousness is second only to a celestial's own. Beginning at 14th level this purity is such that a Paragon may cast spells with a Celestial component as if they were a celestial of a variety matching their alignment (angel, or archon if LG, guardinal if NG, and eladrin if CG).

Aura of Righteousness (Su): A Paragon's righteous spirit stretches beyond them to fill and inspire those nearby. Beginning at 18th level Good aligned creatures within 20-ft of the Paragon cannot be magically compelled to perform an Evil act, any act which would make them lose their Exalted status if they have it, break a Vow feat they possess, or a code of conduct they possess.

Miracle (Sp): A Paragon is a walking conduit of the power of Good, and able to invoke it to help them in times of need. A 20th level Paragon may, 1/day, call upon this power to perform a Miracle as a spell-like ability. Unlike normal spell-like abilities this ability has a Divine Focus component and the Paragon must provide any material component as well as pay any XP cost incurred by the Miracle.

Paragon Spell List
A Paragon may only cast Summon Monster spells as Good spells (they may not summon elementals for example).

1st: Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Evil, Detect Good, Detect Magic, Divine InspirationBoED, Grave StrikeSpC, Lantern LightBoED, Light of LuniaSpC, Protection from Evil, Ray of HopeBoED, Read Magic, Summon Monster I, Twilight LuckBoED

2nd: Ayailla's Radiant BurstBoED, Consecrate, Cure Moderate Wounds, Ease PainBoED, Estanna's StewBoED, Glorious RaimentBoED, Lastai's CaressBoED, Lesser Restoration, Light of MercuriaSpC, Luminous ArmorBoED, Remove AddictionBoED, Summon Elysian ThrushSpC, Summon Monster II

3rd: Brilliant EmanationBoED, Celestial AspectBoED, Create Food and Water, Cure Serious Wounds, GraceSpC, Hammer of RighteousnessBoED, Heart's EaseBoED, Holy StormSpC, Light of VenyaSpC, Magic Circle against Evil, Mantle of GoodSpC, Path of the ExaltedBoED, Phieran's ResolveBoED, RefreshmentBoED, Remove Blindness/Deafness, Remove Curse, Remove Disease, Summon Monster III, Telepathy TapBoED

4th: Blood of the MartyrBoED, Celestial BrillianceBoED, Cure Critical Wounds, Death Ward, Diamond SprayBoED, Greater Luminous ArmorBoED, Holy Smite, Lesser Aspect of DeityBoED, Lesser Holy TransformationSpC, Restoration, Summon Hound ArchonSpC, Summon Monster IV, SunmantleBoED, Sword of ConscienceBoED, Wall of GoodSpC

5th: Chaav's LaughBoED, Crown of FlameBoED, Curtain of LightBoED, Dancing WebBoED, Dispel Evil, Glory of the MartyrBoED, Hallow, Heavenly LightningBoED, Holy Sword, InquisitionBoED, Mass Cure Light Wounds, Raise Dead, Sicken EvilBoED, Summon Monster V

6th: Aspect of DeityBoED, Bolt of GloryBoED, Call Faithful ServantsBoED, Celestial BloodBoED, Crown of BrillianceBoED, Exalted RaimentBoED, Heal, Heroes' Feast, Mass Cure Moderate Wounds, QuickshiftBoED, Summon Monster VI, Storm of ShardsBoED, Valiant SteedBoED, Vengeance HaloBoED, Wages of SinBoED

7th: Bastion of GoodBoED, SpC, Channel CelestialBoED, Constricting ChainsBoED, Cry of YsgardBoED, Eladrin FormBoED, Greater Restoration, Heavenly Lightning StormBoED, Heavenly TrumpetBoED, Holy TransformationSpC, Holy Word, Mass Cure Serious Wounds, Phoenix FireBoED, Rain of EmbersBoED, Regeneration, Resurrection, Righteous SmiteBoED, Shield of ArchonsBoED, Summon Monster VII, Tomb of LightBoED

8th: Crown of GloryBoED, Dragon CloudBoED, Holy Aura, Last JudgmentBoED Leonal's RoarBoED, Mass Cure Critical Wounds, Restore Soul's TreasureBoED, Summon Monster VIII

9th: ArmageddonBoED, Blinding GloryBoED, Exalted FuryBoED, Greater Aspect of DeityBoED, Greater Channel CelestialBoED, Heavenly HostSpC, Mass Heal, Sanctify the WickedBoED, Summon Monster IX, True Resurrection, Undeath's Eternal FoeSpC

Ex-Paragons: Ex-Paragons lose access to all Paragon class features and spellcasting.