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).
 



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