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Reworking Racial Paragons
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<blockquote data-quote="Jaerom Darkwind" data-source="post: 1608792" data-attributes="member: 20059"><p><strong>Orcs, Aasimar, and Teiflings</strong></p><p></p><p>After creating a revised Half-Orc race, the question came up of “why is the half-orc way better than the orc?” Thus reminding me that the orc race, though not a “PC” race, is pitifully underpowered as well. Since I was never really satisfied with the half-orc paragon I created, I decided to rewrite the orc stuff, to give me a better idea of there to take the half-breed. In redoing the orc race, I decided to change the image of orcs somewhat. I tried to make the race more respectable. The D&D orc is based on the <em>Lord of the Rings</em> orc—a wannabe elf that’s far weaker and, well, pretty pathetic. I moved the racial identity more towards the orcs of <em>Warcraft</em>—making it a wild yet noble race, mighty in battle and closer to the natural world.</p><p></p><p><u><strong><span style="font-size: 12px"><span style="color: teal">ORCS</span></span></strong></u></p><p> - +4 Strength, -2 Intelligence, -2 Charisma. An orc's Intelligence is always at least 3. If this adjustment would lower the character's score to 1 or 2, her score is nevertheless 3.</p><p> - Medium: As Medium creatures, orcs have no special bonuses or penalties due to size.</p><p> - Orc land speed is 30 feet.</p><p> - Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.</p><p> - Light Sensitivity: Orcs are dazzled in bright sunlight and within the radius of a <em>daylight</em> spell.</p><p> - Weapon Familiarity: Orcs may treat battleaxes as simple weapons, rather than martial weapons; and orcish double-axes as martial weapons, rather than exotic weapons.</p><p> - +2 racial bonus on saving throws against mind-affecting spells and effects.</p><p> - +1 natural armor bonus to Armor Class.</p><p> - +2 racial bonus on Craft (alchemy) and Listen checks.</p><p> - +2 racial bonus on Intimidate checks.</p><p> - Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, and Undercommon.</p><p> - Favored Class: Barbarian. A multiclass orc’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.</p><p></p><p>Okay, with the race completed, it was time to make the racial paragon. I pretty much made this one from scratch, since no orc racial paragon was 100% appropriate as a basis for this race. I added some of the abilities originally given to half-orcs, as well as several new ones. I based this class very loosely on the Elf Paragon, and then redid the Half-Orc Paragon based on its Half-Elven counterpart.</p><p></p><p><u><strong><span style="font-size: 12px"><span style="color: teal">ORC PARAGON (Orc)</span></span></strong></u></p><p></p><p><strong>Alignment:</strong> Any evil.</p><p><strong>HD:</strong> d12.</p><p>[code][b] Fort Ref Will</p><p>[u]Lvl BAB Save Save Save Special [/u][/b]</p><p>1st +1 +2 +0 +1 Daylight adaptation, keen senses, rage 1/day</p><p>2nd +2 +3 +0 +2 Natural armor bonus, scent</p><p>3rd +3 +3 +1 +2 Ability boost (Con +2)</p><p>4th +4 +4 +1 +2 Improved darkvision, weapon focus</p><p>5th +5 +4 +1 +3 Ability boost (Str +2)[/code]<strong><span style="font-size: 12px"><span style="color: teal">Class Skills</span></span></strong></p><p>The orc paragon’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (military tactics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).</p><p></p><p><strong>Skill Points at 1st Level: </strong>(2 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level: </strong>2 + Int modifier.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: teal">Class Features</span></span></strong></p><p>All of the following are class features of the orc paragon.</p><p></p><p><strong>Weapon and Armor Proficiency: </strong>Orc paragons are proficient with all simple and martial weapons; with light, medium, and heavy armor; and with shields (except tower shields).</p><p></p><p><strong>Daylight Adaptation (Ex): </strong>At 1st level, an orc paragon is no longer dazzled in bright sunlight or the radius of a <em>daylight</em> spell.</p><p></p><p><strong>Keen Senses (Ex): </strong>At 1st level, an orc paragon’s racial bonus on Craft (alchemy) and Listen checks increase by +2.</p><p></p><p><strong>Rage (Ex): </strong>Once per day, an orc paragon can unleash her natural ferocity in the form of a battle frenzy. This is identical to a barbarian's rage (see the <em>Player's Handbook</em>). If the orc paragon has improved rage abilities (such as the barbarian's class features of greater rage, tireless rage, indomitable will, or mighty rage), these improvements apply to the rage ability granted by the orc paragon class as well.</p><p></p><p><strong>Natural Armor Bonus: </strong>At 2nd level, an orc paragon's natural armor bonus increases by +1.</p><p></p><p><strong>Scent (Ex):</strong> At 2nd level, an orc paragon's senses sharpen, and she gains the scent ability.</p><p></p><p><strong>Ability boost: </strong>At 3rd level, an orc paragon in gains a racial bonus +2 to Constitution. At 5th level, an orc paragon increases her racial bonus to Strength by +2.</p><p></p><p><strong>Improved Darkvision (Ex): </strong>At 4th level, an orc paragon’s darkvision range increases by 30 feet. </p><p></p><p><strong>Weapon Focus: </strong>At 4th level, an orc paragon gains a bonus Weapon Focus feat. This feat must apply to the battleaxe, greataxe, or orcish double-axe.</p><p></p><p><strong>Orc Prestige: </strong> A 5th-level orc paragon may qualify to enter the Eye of Gruumsh prestige class even if she doesn't meet all of the prerequisites. She can ignore the following prerequisite: base attack bonus +6. Orc paragons also tend to favor the Orc Warlord prestige class.</p><p></p><p>____________________</p><p></p><p>Aasimar paragons were not included in <em>Unearthed Arcana.</em> Andy Collins stated that there wasn't enough space for all of the popular races, and they wanted to include paragons that could be villains as well. So Teifling was in, and Aasimar was out. I love Aasimar (Aasimars?), mostly because I love paladins. So an Aasimar Paragon class was essential. Andy Collins has made several recommendations for the Aasimar Paragon by way of apology for the oversight, and I based this version on those ideas. He also stated that ECL races deserve more powerful paragons than normal races. Noted.</p><p></p><p><strong><u><span style="color: teal"><span style="font-size: 12px">AASIMAR PARAGON (Aasimar)</span></span></u></strong></p><p></p><p><strong>Alignment:</strong> Any good.</p><p><strong>HD:</strong> d8.</p><p>[code][b] Fort Ref Will</p><p>[u]Lvl BAB Save Save Save Special [/u][/b]</p><p>1st +1 +2 +2 +2 Improved resistance</p><p>2nd +2 +3 +3 +3 [i]Daylight[/i] 3/day, skill bonus</p><p>3rd +3 +3 +3 +3 Ability boost (Cha +2)</p><p>4th +4 +4 +4 +4 Improved resistances, improved darkvision</p><p>5th +5 +4 +4 +4 Ability boost (Wis +2)[/code]<strong><span style="font-size: 12px"><span style="color: teal">Class Skills</span></span></strong></p><p>The aasimar paragon’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).</p><p></p><p><strong>Skill Points at 1st Level: </strong>(4 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level: </strong>4 + Int modifier.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: teal">Class Features</span></span></strong>[/b]</p><p>All of the following are class features of the aasimar paragon.</p><p></p><p><strong>Weapon and Armor Proficiency: </strong>Aasimar paragons are proficient with all simple and martial weapons; and with light, medium, and heavy armor.</p><p></p><p><strong>Improved Resistance (Ex): </strong>At 1st level, one of an aasimar paragon’s natural resistances to energy (acid, cold, or electricity) increases by 5. At 4th level, her other two resistances increase likewise.</p><p></p><p><strong><em>Daylight</em> (Sp): </strong>At 2nd level, an aasimar paragon can use her <em>daylight</em> spell-like ability three times per day.</p><p></p><p><strong>Ability Boost: </strong>At 3rd level, an aasimar paragon increases her racial bonus to Charisma by +2. At 5th level, she increases her racial bonus to Wisdom likewise.</p><p></p><p><strong>Improved Darkvision (Ex): </strong>At 4th level, an aasimar paragon’s darkvision range increases by 30 feet. </p><p></p><p><strong>Aasimar Prestige: </strong>[To be determined]</p><p></p><p><em>For more fun with Aasimar, check out the <a href="http://www.wizards.com/default.asp?x=dnd/sp/20040213a" target="_blank">Aasimar Racial Class</a>, which allows you to begin play as an aasimar at level 1 (or better yet, an aasimar </em>paragon<em> at level 1), and the <a href="http://www.wizards.com/default.asp?x=dnd/sp/20040319a" target="_blank">Aasimar/Half-Celestial Transition Class,</a> where an Aasimar can transform into a full half-celestial. Yes, you can get to level 8 without entering a real class, as a pure aasimar!</em></p><p></p><p>____________________</p><p></p><p>(See the Aasimar for the rhyme and reason).</p><p></p><p><strong><u><span style="color: teal"><span style="font-size: 12px">TEIFLING PARAGON (Teifling)</span></span></u></strong></p><p></p><p><strong>Alignment:</strong> Any evil.</p><p><strong>HD:</strong> d8.</p><p>[code][b] Fort Ref Will</p><p>[u]Lvl BAB Save Save Save Special [/u][/b]</p><p>1st +1 +2 +2 +2 Improved resistance</p><p>2nd +2 +3 +3 +3 [i]Darkness[/i] 3/day, skill bonus</p><p>3rd +3 +3 +3 +3 Ability boost (Dex +2)</p><p>4th +4 +4 +4 +4 Improved resistances, improved darkvision</p><p>5th +5 +4 +4 +4 Ability boost (Int +2)[/code]<strong><span style="font-size: 12px"><span style="color: teal">Class Skills</span></span></strong></p><p>The teifling paragon’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).</p><p></p><p><strong>Skill Points at 1st Level: </strong>(4 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level: </strong>4 + Int modifier.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: teal">Class Features</span></span></strong>[/b]</p><p>All of the following are class features of the teifling paragon.</p><p></p><p><strong>Weapon and Armor Proficiency: </strong>Teifling paragons are proficient with all simple weapons and light armor.</p><p></p><p><strong>Improved Resistance (Ex): </strong>At 1st level, one of a teifling paragon’s natural resistances to energy (cold, fire, or electricity) increases by 5. At 4th level, her other two resistances increase likewise.</p><p></p><p><strong><em>Darkness</em> (Sp): </strong>At 2nd level, a teifling paragon can use her <em>darkness</em> spell-like ability three times per day.</p><p></p><p><strong>Ability Boost: </strong>At 3rd level, a teifling paragon increases her racial bonus to Dexterity by +2. At 5th level, she increases her racial bonus to Intelligence likewise.</p><p></p><p><strong>Improved Darkvision (Ex): </strong>At 4th level, a teifling paragon’s darkvision range increases by 30 feet. </p><p></p><p><strong>Teifling Prestige: </strong>[To be determined]</p></blockquote><p></p>
[QUOTE="Jaerom Darkwind, post: 1608792, member: 20059"] [b]Orcs, Aasimar, and Teiflings[/b] After creating a revised Half-Orc race, the question came up of “why is the half-orc way better than the orc?” Thus reminding me that the orc race, though not a “PC” race, is pitifully underpowered as well. Since I was never really satisfied with the half-orc paragon I created, I decided to rewrite the orc stuff, to give me a better idea of there to take the half-breed. In redoing the orc race, I decided to change the image of orcs somewhat. I tried to make the race more respectable. The D&D orc is based on the [i]Lord of the Rings[/i] orc—a wannabe elf that’s far weaker and, well, pretty pathetic. I moved the racial identity more towards the orcs of [i]Warcraft[/i]—making it a wild yet noble race, mighty in battle and closer to the natural world. [u][b][size=3][color=teal]ORCS[/color][/size][/b][/u] - +4 Strength, -2 Intelligence, -2 Charisma. An orc's Intelligence is always at least 3. If this adjustment would lower the character's score to 1 or 2, her score is nevertheless 3. - Medium: As Medium creatures, orcs have no special bonuses or penalties due to size. - Orc land speed is 30 feet. - Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all. - Light Sensitivity: Orcs are dazzled in bright sunlight and within the radius of a [i]daylight[/i] spell. - Weapon Familiarity: Orcs may treat battleaxes as simple weapons, rather than martial weapons; and orcish double-axes as martial weapons, rather than exotic weapons. - +2 racial bonus on saving throws against mind-affecting spells and effects. - +1 natural armor bonus to Armor Class. - +2 racial bonus on Craft (alchemy) and Listen checks. - +2 racial bonus on Intimidate checks. - Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, and Undercommon. - Favored Class: Barbarian. A multiclass orc’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. Okay, with the race completed, it was time to make the racial paragon. I pretty much made this one from scratch, since no orc racial paragon was 100% appropriate as a basis for this race. I added some of the abilities originally given to half-orcs, as well as several new ones. I based this class very loosely on the Elf Paragon, and then redid the Half-Orc Paragon based on its Half-Elven counterpart. [u][b][size=3][color=teal]ORC PARAGON (Orc)[/color][/size][/b][/u] [b]Alignment:[/b] Any evil. [b]HD:[/b] d12. [code][b] Fort Ref Will [u]Lvl BAB Save Save Save Special [/u][/b] 1st +1 +2 +0 +1 Daylight adaptation, keen senses, rage 1/day 2nd +2 +3 +0 +2 Natural armor bonus, scent 3rd +3 +3 +1 +2 Ability boost (Con +2) 4th +4 +4 +1 +2 Improved darkvision, weapon focus 5th +5 +4 +1 +3 Ability boost (Str +2)[/code][b][size=3][color=teal]Class Skills[/color][/size][/b] The orc paragon’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (military tactics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). [b]Skill Points at 1st Level: [/b](2 + Int modifier) x 4. [b]Skill Points at Each Additional Level: [/b]2 + Int modifier. [b][size=3][color=teal]Class Features[/color][/size][/b] All of the following are class features of the orc paragon. [b]Weapon and Armor Proficiency: [/b]Orc paragons are proficient with all simple and martial weapons; with light, medium, and heavy armor; and with shields (except tower shields). [b]Daylight Adaptation (Ex): [/b]At 1st level, an orc paragon is no longer dazzled in bright sunlight or the radius of a [i]daylight[/i] spell. [b]Keen Senses (Ex): [/b]At 1st level, an orc paragon’s racial bonus on Craft (alchemy) and Listen checks increase by +2. [b]Rage (Ex): [/b]Once per day, an orc paragon can unleash her natural ferocity in the form of a battle frenzy. This is identical to a barbarian's rage (see the [i]Player's Handbook[/i]). If the orc paragon has improved rage abilities (such as the barbarian's class features of greater rage, tireless rage, indomitable will, or mighty rage), these improvements apply to the rage ability granted by the orc paragon class as well. [b]Natural Armor Bonus: [/b]At 2nd level, an orc paragon's natural armor bonus increases by +1. [b]Scent (Ex):[/b] At 2nd level, an orc paragon's senses sharpen, and she gains the scent ability. [b]Ability boost: [/b]At 3rd level, an orc paragon in gains a racial bonus +2 to Constitution. At 5th level, an orc paragon increases her racial bonus to Strength by +2. [b]Improved Darkvision (Ex): [/b]At 4th level, an orc paragon’s darkvision range increases by 30 feet. [b]Weapon Focus: [/b]At 4th level, an orc paragon gains a bonus Weapon Focus feat. This feat must apply to the battleaxe, greataxe, or orcish double-axe. [b]Orc Prestige: [/b] A 5th-level orc paragon may qualify to enter the Eye of Gruumsh prestige class even if she doesn't meet all of the prerequisites. She can ignore the following prerequisite: base attack bonus +6. Orc paragons also tend to favor the Orc Warlord prestige class. ____________________ Aasimar paragons were not included in [i]Unearthed Arcana.[/i] Andy Collins stated that there wasn't enough space for all of the popular races, and they wanted to include paragons that could be villains as well. So Teifling was in, and Aasimar was out. I love Aasimar (Aasimars?), mostly because I love paladins. So an Aasimar Paragon class was essential. Andy Collins has made several recommendations for the Aasimar Paragon by way of apology for the oversight, and I based this version on those ideas. He also stated that ECL races deserve more powerful paragons than normal races. Noted. [b][u][color=teal][size=3]AASIMAR PARAGON (Aasimar)[/size][/color][/u][/b] [b]Alignment:[/b] Any good. [b]HD:[/b] d8. [code][b] Fort Ref Will [u]Lvl BAB Save Save Save Special [/u][/b] 1st +1 +2 +2 +2 Improved resistance 2nd +2 +3 +3 +3 [i]Daylight[/i] 3/day, skill bonus 3rd +3 +3 +3 +3 Ability boost (Cha +2) 4th +4 +4 +4 +4 Improved resistances, improved darkvision 5th +5 +4 +4 +4 Ability boost (Wis +2)[/code][b][size=3][color=teal]Class Skills[/color][/size][/b] The aasimar paragon’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str). [b]Skill Points at 1st Level: [/b](4 + Int modifier) x 4. [b]Skill Points at Each Additional Level: [/b]4 + Int modifier. [b][size=3][color=teal]Class Features[/color][/size][/b][/b] All of the following are class features of the aasimar paragon. [b]Weapon and Armor Proficiency: [/b]Aasimar paragons are proficient with all simple and martial weapons; and with light, medium, and heavy armor. [b]Improved Resistance (Ex): [/b]At 1st level, one of an aasimar paragon’s natural resistances to energy (acid, cold, or electricity) increases by 5. At 4th level, her other two resistances increase likewise. [b][i]Daylight[/i] (Sp): [/b]At 2nd level, an aasimar paragon can use her [i]daylight[/i] spell-like ability three times per day. [b]Ability Boost: [/b]At 3rd level, an aasimar paragon increases her racial bonus to Charisma by +2. At 5th level, she increases her racial bonus to Wisdom likewise. [b]Improved Darkvision (Ex): [/b]At 4th level, an aasimar paragon’s darkvision range increases by 30 feet. [b]Aasimar Prestige: [/b][To be determined] [i]For more fun with Aasimar, check out the [url=http://www.wizards.com/default.asp?x=dnd/sp/20040213a]Aasimar Racial Class[/url], which allows you to begin play as an aasimar at level 1 (or better yet, an aasimar [/i]paragon[i] at level 1), and the [url=http://www.wizards.com/default.asp?x=dnd/sp/20040319a]Aasimar/Half-Celestial Transition Class,[/url] where an Aasimar can transform into a full half-celestial. Yes, you can get to level 8 without entering a real class, as a pure aasimar![/i] ____________________ (See the Aasimar for the rhyme and reason). [b][u][color=teal][size=3]TEIFLING PARAGON (Teifling)[/size][/color][/u][/b] [b]Alignment:[/b] Any evil. [b]HD:[/b] d8. [code][b] Fort Ref Will [u]Lvl BAB Save Save Save Special [/u][/b] 1st +1 +2 +2 +2 Improved resistance 2nd +2 +3 +3 +3 [i]Darkness[/i] 3/day, skill bonus 3rd +3 +3 +3 +3 Ability boost (Dex +2) 4th +4 +4 +4 +4 Improved resistances, improved darkvision 5th +5 +4 +4 +4 Ability boost (Int +2)[/code][b][size=3][color=teal]Class Skills[/color][/size][/b] The teifling paragon’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str). [b]Skill Points at 1st Level: [/b](4 + Int modifier) x 4. [b]Skill Points at Each Additional Level: [/b]4 + Int modifier. [b][size=3][color=teal]Class Features[/color][/size][/b][/b] All of the following are class features of the teifling paragon. [b]Weapon and Armor Proficiency: [/b]Teifling paragons are proficient with all simple weapons and light armor. [b]Improved Resistance (Ex): [/b]At 1st level, one of a teifling paragon’s natural resistances to energy (cold, fire, or electricity) increases by 5. At 4th level, her other two resistances increase likewise. [b][i]Darkness[/i] (Sp): [/b]At 2nd level, a teifling paragon can use her [i]darkness[/i] spell-like ability three times per day. [b]Ability Boost: [/b]At 3rd level, a teifling paragon increases her racial bonus to Dexterity by +2. At 5th level, she increases her racial bonus to Intelligence likewise. [b]Improved Darkvision (Ex): [/b]At 4th level, a teifling paragon’s darkvision range increases by 30 feet. [b]Teifling Prestige: [/b][To be determined] [/QUOTE]
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