Psionic Paragon Classes?

Viktyr Gehrig

First Post
Is anyone aware of a good, free set of racial paragon classes for the races in the Expanded Psionics Handbook?

If so, please link.

edit: Specifically, I'm looking for 3-level racial Paragon classes that follow the format laid out in Unearthed Arcana. I'm most interested in Dromite, the Gith races, and Thri-Kreen, with a milder interest in Xeph and Elan, but I'd prefer a document with all of them, or all of the ones listed in the SRD.
 
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Such a dandy idea that I decided to waste a few minutes seeing what I could up with for dromite paragon. I started this about fifteen minutes ago, so I obviously haven't playtested it. I'm not super excited about have the bonus power per day levels on the first two, but I thought Improved Chiton probably makes the third level worth it.

Feel free to pick it apart. If there's enough interest I might be convinced to try making a few more.
 

EDIT: Updated

Dromite Paragon
Hit Dice: 1d6

Class Skills
The Dromoite Paragon’s class skills(and the key ability for each skill) are: Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Concentration* (Con), Craft (Int), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level
2 + Int modifier
Code:
Table Dromite Paragon
Level	BAB	Fort	Ref	Will	Special			Powers Known
1st	+0	+0	+0	+2	Improved Energy Ray, 	--
					Improved Chitin (+1 NA)
2nd	+1	+0	+0	+3	+5 energy resistance	+1 level wilder
3rd	+2	+1	+1	+3	Blindsense 30 ft.	+1 level wilder
					Improved Chitin (+1 NA)
Class Features

Weapon and Armor Proficiency
A dromite paragon is proficient with simple weapons, and light armor (but not shields).

Powers per Day
At 2nd level and 3rd level, a dromite paragon gains new powers known and power points 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 dromite paragon to her level in wilder, then determines powers known and caster level accordingly.

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

Improved Energy Ray
A dromite paragon may use her energy ray psi-like ability one additional time per day. Further the caster level for this ability is equal to one half her character level plus her dromite paragon level (but cannot be higher than her character level in total).

Improved Chitin
At 1st level the dromite paragon’s natural armor class bonus increase by 1. At 2nd level her natural energy resistance increases by 5. At 3rd level her natrual armor class increase by 1 again.

Blindsense 30 ft.
At 2nd level a dromite paragon gains blindsense out to a range of 30 ft. This blindsense is hearing based, and negated if the dromite paragon is deafened, or in a zone of magical silence.
 
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What Bront said. Also, I'd make the skill points 4 + Int mod. Otherwise, cool. :cool:

I've done a few paragon classes myself, like Bugbear, Goblin, Aasimar and so on. I've really liked the general idea ever since reading Unearthed Arcana.
 

Yeah, never give away spellcasting as a 1st level ability if you plan on taking it away at a higher level.

My other suggestion: Blindsense 30 ft. is REALLY strong. Consider Blindsense 10 ft. as their final ability instead, or Tremorsense 10 ft. (more often found on insect-y critters).

To follow in the mold of the other paragons:
1/ +1 NA, +5 energy resistance, Skill bonus (+4 Spot?)
2/ energy ray bonus, +1 level Wilder
3/ Blindsense or tremorsense or +2 Cha, +1 NArmor, +1 level Wilder

-- N
 

Dromites have Level Adjustment, so the 1st and 3rd pattern is supported-- look at Drow. On the other hand, there's nothing wrong with 2nd and 3rd, either, or even 1st and 2nd.

Does the Improved Energy Ray also augment the Dromite's ray attack?
 

Upon seeing this thread I decided to cook one up spur-of-the-moment. Here is my contribution:


Maenad Paragon
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, her skin is hot to anything organic that touches her causing it two points of damage.

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 psionic 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.


PDF:
 

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