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Exterminators
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<blockquote data-quote="Nifft" data-source="post: 3300339" data-attributes="member: 6562"><p>Cool. The whole idea of a Paragon is IMHO: prestige class with only racial pre-reqs, and can be taken at 1st level.</p><p></p><p>So, here goes:</p><p></p><p><strong>Exterminator</strong> (Warforged Paragon)</p><p>HD: d10</p><p>BAB: Full</p><p>Good Save: Fort</p><p>Proficiencies: Simple weapons; Heavy armor and Shields.</p><p>Skills: <strong>4 + Int</strong> -- Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).</p><p></p><p>1/ Favored Enemy +2</p><p>2/ Favored Enemy Sense (60 ft.), Extra Slam</p><p>3/ Str +2, Energy Harpoon</p><p>4/ Powerful Build, Penetrate Enemy</p><p>5/ Favored Enemy +4, Favored Enemy Sense (120 ft.)</p><p>6/ Str +2, Twin Harpoons</p><p></p><p><strong>Favored Enemy</strong>: If you do not have a Favored Enemy, you gain one. If you do have a favored enemy, your existing bonus improves by the indicated amount. (If you have more than one, choose one.) At 5th level, the bonus to your chosen favored enemy increases to +4.</p><p></p><p><strong>Favored Enemy Sense / Improved Favored Enemy Sense</strong> (Su): (as above)</p><p></p><p><strong>Extra Slam</strong> (Ex): You can make two Slam attacks as a full attack action.</p><p></p><p><strong>Energy Harpoon</strong> (Su): As a Move action, you can conjure an energy harpoon which is identical to a javelin except as noted here. Energy harpoons dissipate one round after they leave your grasp.</p><p>Your energy harpoon penetrates DR as a magic weapon.</p><p>Your energy harpoon has a range of 20 ft. (no range increment).</p><p>If you hit a foe your size or smaller, you may elect to reel him in before the energy harpoon dissipates. Make a Trip check. If you succeed, your foe moves 10 ft. towards you, provoking AoOs normally. If you fail, your foe can attempt to counter-trip you, which could render you prone.</p><p>Any spell or magic item which augments or benefits your slam attacks likewise augments or benefits your energy harpoons.</p><p>At 6th level, you can conjure and fire two energy harpoons as a full attack action.</p><p></p><p><strong>Powerful Build</strong> (Ex): ...</p><p></p><p><strong>Penetrate Enemy</strong> (Su): Your slam attacks penetrate one kind of DR which is commonly associated with your Favored Enemy. Choose from: Silver, Cold Iron, Adamantine, Evil, Good, Chaos, Law.</p><p></p><p></p><p>How's that look? I'm a bit worried about the Strength bonus, but compared to a Ranger, he loses a lot of Feats. (Same compared to a Fighter.)</p><p></p><p>Hmm... -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3300339, member: 6562"] Cool. The whole idea of a Paragon is IMHO: prestige class with only racial pre-reqs, and can be taken at 1st level. So, here goes: [b]Exterminator[/b] (Warforged Paragon) HD: d10 BAB: Full Good Save: Fort Proficiencies: Simple weapons; Heavy armor and Shields. Skills: [b]4 + Int[/b] -- Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). 1/ Favored Enemy +2 2/ Favored Enemy Sense (60 ft.), Extra Slam 3/ Str +2, Energy Harpoon 4/ Powerful Build, Penetrate Enemy 5/ Favored Enemy +4, Favored Enemy Sense (120 ft.) 6/ Str +2, Twin Harpoons [b]Favored Enemy[/b]: If you do not have a Favored Enemy, you gain one. If you do have a favored enemy, your existing bonus improves by the indicated amount. (If you have more than one, choose one.) At 5th level, the bonus to your chosen favored enemy increases to +4. [b]Favored Enemy Sense / Improved Favored Enemy Sense[/b] (Su): (as above) [b]Extra Slam[/b] (Ex): You can make two Slam attacks as a full attack action. [b]Energy Harpoon[/b] (Su): As a Move action, you can conjure an energy harpoon which is identical to a javelin except as noted here. Energy harpoons dissipate one round after they leave your grasp. Your energy harpoon penetrates DR as a magic weapon. Your energy harpoon has a range of 20 ft. (no range increment). If you hit a foe your size or smaller, you may elect to reel him in before the energy harpoon dissipates. Make a Trip check. If you succeed, your foe moves 10 ft. towards you, provoking AoOs normally. If you fail, your foe can attempt to counter-trip you, which could render you prone. Any spell or magic item which augments or benefits your slam attacks likewise augments or benefits your energy harpoons. At 6th level, you can conjure and fire two energy harpoons as a full attack action. [b]Powerful Build[/b] (Ex): ... [b]Penetrate Enemy[/b] (Su): Your slam attacks penetrate one kind of DR which is commonly associated with your Favored Enemy. Choose from: Silver, Cold Iron, Adamantine, Evil, Good, Chaos, Law. How's that look? I'm a bit worried about the Strength bonus, but compared to a Ranger, he loses a lot of Feats. (Same compared to a Fighter.) Hmm... -- N [/QUOTE]
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