Frukathka's Racial Paragon & Evolved Classes

Angel Tarragon

Dawn Dragon
The Bhuka Paragon (Sandstorm)
Hit Dice: D8

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)

Skill Points at Each Level: 4 + Int Modifier

Code:
[b]Character       Base       Fort   Ref    Will
 Level      Attack Bonus   Save   Save   Save   Special                                            Spells per Day[/b]
   1             +0         +2     +0     +0    Improved Heat Endurance                                 --
   2             +1         +3     +0     +0    Focused Footing, Dune Child                        +1 level druid
   3             +2         +3     +1     +1    Improved Water Sense, Exceptional Heat Endurance   +1 level druid
Class Features
Weapon and Armor Proficiency: A bhuka paragon is proficient with the club, quarterstaff, shortspear and sling. They are also proficient with light armor.

Spells per Day: At 2nd and 3rd level, a bhuka paragon gains new spells per day as if she had also gained a level in druid. She does not, however, gain any other benefit a character of that class would have gained (woodland stride, trackless step, and so on). This essentially means that she adds the level of bhuka paragon to her level in druid, then determines spells per day and caster level accordingly.

If a bhuka paragon has no levels in druid, this class feature has no effect.

Improved Heat Endurance: Bhuka paragons are better able to withstand the perils of the sand and sun. They gain the Improved Heat Endurance feat at 1st level.

Focused Footing (Ex): The bhuka paragon’s Sure Feet ability is further developed than a normal bhuka. She may traverse over normally shallow and deep sand as normal terrain.

Dune Child: The bhuka paragon’s racial bonus on Constitution checks or Fortitude saves to resist harmful effects from heat and dehydration increases from +2 to +4.

Improved Water Sense (Ex): The bhuka’s innate ability to detect drinkable water improves. When making a survival check to determine the distance of safe consumable water, the bhuka gains a +4 bonus.

Exceptional Heat Endurance: The bhuka can now exist comfortably in temperatures up to 180o F without having to make fortitude saves. In addition, the bhuka’s fire resistance increases to 10.
 
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Angel Tarragon

Dawn Dragon
Maenad Paragon (Expanded Psionics Handbook)
Hit Dice: D8

Class Skills: Autohypnosis (Wis), Craft (Int), Concentration (Con), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive(Wis), Spot (Wis), Swim (Str)†

Skill Points at Each Level: 4 + Int Modifier

Code:
Level	BAB	Fort	Ref	Will	Special				Powers Known
1st	+0	+0	+0	+2	Psionic Endowment, Star Skin	--
2nd	+1	+0	+0	+3	Intense Outburst		+1 level wilder
3rd	+2	+1	+1	+3	Psi Scream			+1 level wilder
Class Features
Weapon and Armor Proficiency: A maenad paragon is proficient with simple weapons, and light armor (but not shields).

Powers per Day: At 2nd and 3rd level, a maenad paragon gains new powers per day as if she had also gained a level in wilder. She does not, however, gain any other benefit a character of that class would have gained (improved wildsurge, and so on). This essentially means that she adds the level of maenad paragon to her level in wilder, then determines powers per day and manifester level accordingly.

If a maenad paragon has no levels in wilder, this class feature has no effect.

Psionic Endowment: At 1st level and each level thereafter the maenad paragon gains four bonus power points.

Star Skin: By expending power points the maenad paragon can cause her skin to give off a luminescence. For 1 power point her skin can emit a faint glow that permeates the air around her in a 20 foot radius. For two power points her skin gives off a soft glow in a 40 foot radius. For four power points the maenad’s skin glows very brightly and permeates the air around her in a 60 foot radius. When the maenad expends four power points to give off a glow, that when anyone that touches her that she deems as a threat comes in contact with her skin automatically takes two points of fire damage for each round physical contact is maintained.

Intense Outburst: The maenad may use her outburst ability for a number of rounds equal to her maenad paragon class level plus four. While using the ability she can take a -2 or -4 to her Intelligence and Wisdom. If she takes the -4 she gains +4 to her Strength for the duration of the outburst. Additionally, the maenad may use her outburst ability twice per day.

Psi Scream: When using any power that inflicts sonic damage the character may choose to augment with this ability. Powers augmented with this ability add +2 to the Difficulty Class for saving throws against the psionic power. If the target creature(s) fails it’s save it is deafened for a number of rounds equal to the level of the power used against it.
 
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Angel Tarragon

Dawn Dragon
Half-Celestial Paragon
Hit Dice: D8

Class Skills: Balance (Dex), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis)

Skill Points at Each Level: 8 + Int Modifier

Code:
[b]Character       Base       Fort   Ref    Will
 Level      Attack Bonus   Save   Save   Save   Special[/b]                                        
   1             +0         +2     +2     +2    Divided Ancestry, Celestial Fortitude
   2             +1         +3     +3     +3    Celestial Insight
   3             +2         +3     +3     +3    Great Flyer, Healing Touch
Class Features
Weapon and Armor Proficiency: A Half-celestial paragon is proficient with the Dagger, Heavy Mace, Morningstar, Quarterstaff, Shortspear, Sling and Spear. In addition a half-celestial paragon is proficient with light armor.

Divided Ancestry (Ex): Unlike other racial paragons half-celestials can take levels in more than one racial paragon class. After gaining at least one level as a half-celestial paragon, the character can take levels in the paragon class of the base creature.

Celestial Fortitude (Ex): At 1st level and every level thereafter the half-celestial paragon gains a +1 bonus to her armor class. This bonus stacks with any natural armor bonus the character already has.

Celestial Insight (Ex): The half-celestial paragons senses are more in tuned to the world around her. She gains a +2 bonus when using the following skills: Balance, Listen, Search and Spot. Her darkvision is also enhanced and the character can use it to see out to 90 feet.

Great Flyer (Ex): The half-celestial paragon can fly at three times the creatures base land speed.

Healing Touch (Su): The half-celestial can use the paladin ability Lay on Hands. If she already has the class ability, she adds her Half-Celestial paragon levels to her Paladin levels to determine how many hit points she can heal in one day.
 
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Viktyr Gehrig

First Post
Hmm. Start Aasimar, take your Aasimar Paragon levels, then take your transition levels to Half-Celestial, then take Half-Celestial Paragon... wonder what that would look like?
 

Aus_Snow

First Post
I would be tempted to take the Half-Celestial HD up to d8's. Also, I'd think about making their saves all good, as per the Tiefling Paragon from UA (and Aasimar, from elsewhere).

Also, how about Sense Motive, instead of maybe Balance? (for Celestial Insight, that is)

All in all, I think they could perhaps be a bit more powerful and not be over-the-top, given the 'investment' required in choosing this racial template in the first place. In UA, it
suggests this general trend, hence the relatively high power of the Tiefling paragon class.


I really quite like all of these though. Nice work! :cool:
 
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Angel Tarragon

Dawn Dragon
Aasimar Paragon
Hit Dice: D8

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility & Royalty) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Points at Each Level: 4 + Int Modifier

Code:
[b]Character       Base       Fort   Ref    Will
 Level      Attack Bonus   Save   Save   Save   Special                                 Spells per Day[/b]
   1             +1         +2     +0     +0    Aura of Good, Planar Anchor                    --
   2             +2         +3     +0     +0    Aura of Courage, Hands of a Healer      +1 level paladin
   3             +3         +3     +1     +1    Empyreal Champion, Restorative Touch    +1 level paladin
Class Features
Weapon and Armor Proficiency: Aasimar paragons are proficient with all simple and martial weapons and with light and medium armor.

Aura of Good (Ex): The aasimar paragon gains this ability just like the aura of a cleric of a good deity. The power of her aura is equal to her aasimar paragon level. If the character already has this ability, she adds her aasimar paragon level to the class which it is gained from to determine the total power of her aura.

Planar Anchor (Ex): An aasimar paragon gains a bonus to resist spells that would dismiss her presence, wherever she may be among the planes. This bonus is equal to two plus her aasimar paragon level.

Aura of Courage (Su): The aasimar paragon is immune to fear. Any ally within ten feet of her gains a +4 morale bonus on saving throws against fear affects. If the aasimar paragon already has this ability or later gains it from another source, than her aura swells out to twenty feet and allies within it gain a +6 bonus instead of a +4 bonus to fear affects.

Hands of a Healer (Su): The aasimar paragon has the ability to lay on hands as a paladin. If the aasimar paragon already has this ability, she adds her aasimar paragon levels to the paladin levels to determine how many hit points she can heal.

Empyreal Champion (Ex): Any allies of the aasimar paragon that are within half of the radius of her aura of courage enjoy the blessing of being immune to fear. Additionally, if the aasimar paragon has the paladin ability divine health, than any allies within her aura of courage gain this ability too.

Restorative Touch (Su): An aasimar paragon may expend hit points from her Hands of a Healer ability to restore a creature that has been afflicted with paralysis, blindness, deafness, madness, petrification, a fear, poison or a disease. By expending 10 curative hit points, the aasimar paragon may remove one affliction.
 
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Angel Tarragon

Dawn Dragon
Doppleganger Paragon
Hit Dice: D8

Class Skills: Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, Spot,

Skill Points at Each Level: 4 + Int Modifier

Code:
[b]Character       Base       Fort   Ref    Will
 Level      Attack Bonus   Save   Save   Save   Special[/b]
   1             +1         +1     +1     +1    Improved Mind Reader, Thick Carapace                           
   2             +2         +2     +2     +2    Dopplesight, Racial Telepathy                       
   3             +3         +3     +3     +3    True Mimicry
Class Features
Weapon and Armor Proficiency: Doppleganger paragons are proficient with simple weapons and light armor. A doppleganger rarely ever wears armor though, as they prefer to be unhindered by it.

Improved Mind Reader (Su): A doppleganger paragon can use her detect thoughts ability better than members of their race that do not have levels in their racial paragon class. Doppleganger paragons can pick up surface thoughts of any minds in the area of 120 feet in one round instead of three. Additionally, doppleganger paragons add one plus their paragon level to determine their caster level with the ability and the Will DC to resist is increased by two plus their paragon level.

Thick Carapace (Ex): Doppleganger paragons gain a bonus to their natural armor equal to two plus their paragon level.

Dopplesight (Ex): A doppleganger that has two paragon levels has the ability to look at individuals and determine if they are dopplegangers.

Racial Telepathy (Ex): A doppleganger paragon of second level can communicate with other dopplegangers via telepathy, whether they are capable of responding with telepathy or not.

True Mimicry (Su): A doppleganger paragon with this ability retains their assumed shape if slain and cannot be discerned as dopplegangers with spells, spell-like abilities, supernatural abilities or psionics. Only a doppleganger with dopplesight can determine if a creature is a doppleganger.
 

Angel Tarragon

Dawn Dragon
Uldra Paragon (Frostburn)
Hit Dice: D8

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)

Skill Points at Each Level: 4 + Int Modifier

Code:
[b]Character       Base       Fort   Ref    Will
 Level      Attack Bonus   Save   Save   Save   Special                                      Spells per Day[/b]
   1             +0         +2     +0     +0    Improved Cold Resistance, Hands of Frost            --
   2             +1         +3     +0     +0    Superior Ray of Frost, Snowstride            +1 level druid
   3             +2         +3     +1     +1    Snowchild, Snowsight                         +1 level druid
Class Features
Weapon and Armor Proficiency: A bhuka paragon is proficient with the club, quarterstaff, shortspear and sling. They are also proficient with light armor.

Spells per Day: At 2nd and 3rd level, an uldra paragon gains new spells per day as if she had also gained a level in druid. She does not, however, gain any other benefit a character of that class would have gained (woodland stride, trackless step, and so on). This essentially means that she adds the level of bhuka paragon to her level in druid, then determines spells per day and caster level accordingly.

If an uldra paragon has no levels in druid, this class feature has no effect.

Improved Cold Resistance (Ex): An uldra paragon is more at home in frosty regions of the world than her kin. She enjoys a higher cold resistance of 10.

Hands of Frost (Su): Uldra paragons are capable of storing more cold energy in their bodies and are able to unleash it upon those they attack. If an uldra decides to unleash this cold energy upon her enemies she may deals an extra 2 points of cold damage per paragon class level. The uldra may unleash this cold energy while armed or unarmed.

Superior Ray of Frost (Sp): An uldra paragon that has achieved second level may make a ray of frost attack upon her enemies twice more per day. An uldra paragon that uses this ability deals 1d6+2 points of cold damage. An uldra paragon that has reached her third paragon level deals1d8+4 points of cold damage with her ray of frost.

Snowstride (Ex): An uldra with this ability can travel at twice her normal movement rate while in areas that are normal frostfell environments. Where there is dangerous terrain the uldra may traverse it at her normal movement rate (20 feet) without the dangers affecting her.

Snowchild (Ex): The uldra paragon is no longer susceptible to natural diseases. Additionally the uldra gains a +4 to her Survival checks to determine if an area of the frostfell is magical terrain.

Snowsight (Ex): The uldra paragon no longer suffers any impediments to her visibility due to weather conditions (this includes snow blindness).
 





Nyaricus

First Post
Hey Fru! Hows it going man? I just saw a link for these bad boys, and I gotta say I really like :) I am definitly going to present some of these into appropriate campaigns - infact I am setting up a desert empire of Orc Necromancers (I got the idea from someone here on EN World :)) for a new campaign my players and myself are creating together and your Bhuka Paragon, with a bit of tweaking, might very well be perfect for that! (well, perhaps a bit of tweaking, but :D:D)

Anyways, That's the main one which stood out, but thanks for these - they're really great!
 


Nifft

Penguin Herder
Frukathka said:
Star Skin: By expending power points the maenad paragon can cause her skin to give off a luminescence. For 1 power point her skin can emit a faint glow that permeates the air around her in a 20 foot radius. For two power points her skin gives off a soft glow in a 40 foot radius. For four power points the maenad’s skin glows very brightly and permeates the air around her in a 60 foot radius. When the maenad expends four power points to give off a glow, her skin is hot to anything organic that touches her causing it two points of damage.

"A naked woman is attacking me!"
"Is she hot?"
sizzle "Yes! How did you know!?"

(In case it's unclear: most armor and clothing have significant organic parts. Speicifically, the parts that touch the skin. So...)


Frukathka said:
Psi Scream: When using any power that inflicts psionic damage the character may choose to augment with this ability.

What is "psionic damage"? Do you mean "any psionic power that inflicts hit point damage"?

-- N
 


Angel Tarragon

Dawn Dragon
[sblock=Drakeling Racial Traits]
Drakelings

Drakelings are the descendants of dragons. While many creatures carry a small amount of dragon blood, the drakeling has a dragon somewhere in his or her recent ancestry (rarely more than three or four generations back). Drakelings still have some mark of their draconic ancestry readily visible, such as scales on their shoulders, back and hands, small non-functional wings, or sharp teeth and claw-like nails. They also have some personality traits of dragons, and are usually arrogant and a little greedy. While drakelings can be any alignment, even the best of them are capricious enough that others are reluctant to trust them

Racial Abilities

Drakelings have the following racial traits:
  • +2 Strength, -2 Wisdom, +2 Charisma; Drakelings are strong and have forceful personalities, but their heritage makes them impulsive and prone to find others beneath their notice.
  • Medium: As medium creatures, drakelings have no special bonuses or penalties due to their size.
  • Drakeling base land speed is 30 feet.
  • Cause Fear (Sp): Drakelings can use cause fear once per day as cast by a sorcerer of their character level.
  • Dragonblood subtype: Drakelings have the Dragonblood subtype (see Dragon Magic page 4).
  • Select one energy descriptor (acid, cold, electricity, fire or sonic). The drakeling has resistance 10 against attacks with that descriptor. In addition, the drakeling may modify any spell with an energy descriptor to use that energy instead. The decision must be made when the spell is memorized. The range, area of effect and all other qualities (including secondary effects, the damage not caused by energy such as impact damage) or the spell remain the same – only the energy type changes.
  • Darkvision up to 60 feet.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (except secret languages such as druidic).
  • Favored Class: Dragonfire Adept.
  • Level Adjustment: +1

This text is Open Game Content[/sblock][sblock=Draconic Senses Feat]Draconic Senses [Draconic]
Your draconic blood grants you great sensory powers
Prerequisite: Cha 11, Dragonblood subtype
Benefit: You gain low-light vision and a bonus on Listen, Search and Spot checks equal to the number of draconic feats you have.

If you have three or more draconic feats you also gain darkvision out to 60 feet.[/sblock]
The Drakeling Paragon (Green Ronin's Arcana – Societies of Magic)
Hit Dice: D8

Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at Each Level: 4 + Int Modifier

Code:
[b]                                                                                      Breath   Draconic
Paragon       Base        Fort   Ref    Will                                          Weapon   Invocations
 Level    Atttack Bonus   Save   Save   Save   Special                                Damage   Known[/b]
   1           +0          +0     +0     +2    Dragon Tail, Fangs & Claws              1D6     --
   2           +1          +0     +0     +3    Draconic Senses, Functioning Wings      1D6     +1 Dragonfire Adept level
   3           +1          +1     +1     +3    Ability Boost (+2 Cha), Scaly Skin +1   2D6     +1 Dragonfire Adept level

[b]Evolved 
 Level[/b]
   4           +2          +1     +1     +4    Dragonkin, Scaly Skin +2                2D6     +1 Dragonfire Adept level
   5           +2          +1     +1     +4    Improved Energy Resistance              3D6     --
   6           +3          +2     +2     +5    Fear, Scaly Skin +3                     3D6     +1 Dragonfire Adept level
Class Features
Weapon & Armor Proficiency: Drakeling paragons are proficient with simple weapons, but not with armor or shields

Breath Weapon (Su): Drakeling paragons gain a breath weapon that they can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15 foot cone or a 30 foot line. This breath weapon deals 1D6 points of damage; a successful Reflex save (DC 10 +1/2 your total class levels + your Con modifier) halves the damage. As you gain levels your breath weapon’s damage increases, as shown on the drakeling paragon class chart.

You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other drakeling paragons).

At 4th, 5th and 6th level, your cone shaped and line shaped breath weapon’s range increases by an additional five feet.

Draconic Invocations Known: At 2nd, 3rd, 4th and 6th level, a drakeling paragon gains new invocations known as if she had also gained a level in Dragonfire Adept. She does not, however, gain any other benefit a character of that class would have gained (lesser invocations, and so on). This essentially means that she adds the level of drakeling paragon to her level in dragonfire Adept wilder, then determines invocations known and caster level accordingly.

If a drakeling paragon has no levels in dragonfire adept, this class feature has no effect.

Dragon Tail: At 1st level you grow a thick muscular tail. You can use this tail to make a secondary attack in combat, dealing 1d6 points of bludgeoning damage.

Fangs & Claws: At 1st level your teeth and nails become harder and razor sharp, allowing you to use them as weapons. You deal 1d6 points of damage with your bite attack and 1D4 points of damage with claw attacks.

Draconic Senses: At 2nd level you gain Draconic Senses as a bonus feat even if you don’t meet its prerequisite. If you already have Draconic Senses, you can instead take any other draconic feat for which you meet the prerequisite.

Functioning Wings: At 2nd level you grow wings. These wings grant you a fly speed at twice your base land speed with average maneuverability. You can fly in light, medium or heavy armor, but not when carrying a heavy load.

Ability Boost (Ex): At 3rd level, an drakeling paragons Charisma score increases by 2.

Dragonkin: At 4th level, you gain a +4 competence bonus on Diplomacy check made to influence the attitude of dragons or creatures of the Dragonblood subtype (see Dragon Magic page 4). You are treated as a Dragon for the purpose of determining whether frightful presence can affect you.

If the character is already a 4th level dragonfire adept with this same ability, she adds the bonuses together.

Scaly Skin: At 3rd level, drakeling paragons develop scales all over their body, giving them better protection from attacks. Paragon drakelings receive a +1 to their natural armor class at 3rd, 4th and 6th levels.

Improved Energy Resistance (Ex): The energy descriptor resistance the drakeling has from her racial ability is doubled.

Fear (Sp): A 6th level evolved drakeling is able to use fear as a spell-like ability once per day as cast by a sorcerer of its total class levels. This replaces the drakelings ability to cause fear once per day.
 
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Angel Tarragon

Dawn Dragon
Evloved Elf

Code:
            [b]Base       Fort   Ref    Will
Level   Attack Bonus   Save   Save   Save   Special                                     Spells per Day[/b]
  1          +1         +0     +1     +0    Commanding Aura, True Elfsight              +1 level of wizard
  2          +1         +0     +2     +0    Greater Resistance, Weapon Specialization   -
  3          +2         +1     +2     +1    Ability Boost (Int +2)                      +1 level of wizard
Commanding Aura (Ex): The evolved elf gains the Leadership feat feat. If the evolved elf already has it she gains a +2 to her leadership score. Aditionally, the evolved elf adds her evolved level to her leadership score.

True Elfsight (Ex): The vision of the evolved elf reaches a state of near perfection. The characters racial bonus on Search and Spot checks increases to +6. In addition, the evolved elf's low-light vision increases in range, allowing her to see four times as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination.

Greater Resistance (Ex): An evolved elf's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Specialization (Ex): At 2nd level, an evolved elf gains Weapon Specialization as a bonus feat. This feat must apply to the rapier, longsword, shortsword, longbow, composite shortbow or composite longbow.

Ability Boost (Ex): At 3rd level, an evolved elf's Intelligence score increases by 2.
 

Angel Tarragon

Dawn Dragon
Vashar Paragon/Evolved Vashar (Book of Vile Darkness)
Hit Dice: D8

Class Skills: The vashar paragon can choose any ten skills as class skills. (Knowledge Skills must be selected individually.)

Skill Points at Each Level: 4 + Int modifier. (Does not include the Vasharan's bonus skill point at each level.)

Code:
[b]Paragon       Base        Fort   Ref    Will                                         
 Level    Atttack Bonus   Save   Save   Save   Special              Spells per Day[/b]
   1           +0          +0     +0     +2    Adaptive Learning    --
   2           +1          +0     +0     +3    Bonus Vile Feat      +1 level of existing class
   3           +2          +1     +1     +3    Ability Boost (+2)   +1 level of existing class

[b]Evolved 
 Level[/b]
   4           +2          +1     +1     +4    Dark Infusion        +1 level of existing class
   5           +3          +1     +1     +4    Darkling             --
   6           +3          +2     +2     +5    Aura of Menace       +1 level of existing class

Class Features
Weapon & Armor Proficiency: Vashar paragons are proficient with all simple weapons and with light armor. In addition, a vasharan paragon is proficient with any one martial weapon of their choice.

Spells per Day: At 2nd and 3rd level, a vasharan paragon gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before adding the level. They do not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that the character adds the level of vashar paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

If the character had more than one spellcasting class before they became a vashar paragon, they must decide to which class they add each level of vashar paragon. If a vasharan paragon has no levels in a spellcasting class, this class feature has no effect.

Adaptive Learning: At 1st level, a vashar paragon can designate any one of his vashar paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that the character has levels in, both current and future.

Bonus Vile Feat: At 2nd level, a vashar paragon gains a bonus vile feat.

Ability Boost: At 3rd level, a vashar paragon increases one ability score of their choice by 2 points.

Dark Infusion (Ex): You are healed by negative energy and harmed by psitive enrgy as if you were an undead creature.

Darkling (Su): At 5th level the evolved Vasharan gains the benefit of a continous undetectable alignment spell.

Aura of Menace (Sp): At 6th level, the evolved Vashar is able to use scare as a spell-like ability once per day as cast by a sorcerer of its total class levels.
 
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Angel Tarragon

Dawn Dragon
I've got some ideas for more paragon/evolved races in the pipe. They'll be forthcoming

Also, if there are any races you'd like me to work up a paragon/evolved path for, let me know and I'll work 'em up.
 

Epic Threats

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