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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464672" data-attributes="member: 13889"><p><strong>Prestige and Paragon Classes - A to I</strong></p><p></p><p><span style="font-size: 15px">Anointed Hunter</span></p><p>Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors</p><p><strong>Hit Die:</strong> d8</p><p><strong>Requirements</strong></p><p>To qualify to become an Anointed Hunter, a character must fulfill all the following criteria.</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Skills:</strong> KN: Nature 10, KN: Religion 10, Survival 10</p><p><strong>Feats:</strong> Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival</p><p><strong>Special:</strong> Must still be ellegable to advance in Paladin, have the Lay hands, Smite, and Special mount abilities.</p><p></p><p><strong>Class Skills</strong></p><p>The Seeker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).</p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p>[code][B]Table: Anointed Hunter</p><p>Level BAB Fort Wil Ref Special[/B]</p><p>1st +1 +2 +0 +2 Special Mount, Spellcasting</p><p>2nd +2 +3 +0 +3 Holy Enemy, Lay on Hands</p><p>3rd +3 +3 +1 +3 Bonus Feat</p><p>4th +4 +4 +1 +4 2nd Holy Enemy</p><p>5th +5 +4 +1 +4 Mounted Tracking</p><p>6th +6 +5 +2 +5 3rd Holy Enemy</p><p>7th +7 +5 +2 +5 Swift Tracking</p><p>8th +8 +6 +2 +6 4th Holy Enemy</p><p>9th +9 +6 +3 +6 Bonus Feat</p><p>10th +10 +7 +3 +7 5th Holy Enemy[/code]</p><p>[code][B]Table: Anointed Hunter Spellcasting</p><p>Level Caster 1st 2nd 3rd 4th[/B]</p><p>1st 1st 0 - - -</p><p>2nd 2nd 1 - - -</p><p>3rd 3rd 1 0 - -</p><p>4th 4th 1 1 - -</p><p>5th 5th 2 1 0 -</p><p>6th 6th 2 1 1 -</p><p>7th 7th 2 2 1 0</p><p>8th 8th 3 2 1 1</p><p>9th 9th 3 2 2 1</p><p>10th 10th 3 3 2 2[/code]</p><p></p><p><strong>Class Features</strong></p><p>All the following are Class Features of the Anointed Hunter prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> A Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have.</p><p></p><p><strong>Special Mount(SU):</strong> Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities</p><p></p><p><strong>Spell Casting:</strong> The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists.</p><p></p><p><strong>Lay Hands(SU):</strong> Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability.</p><p></p><p><strong>Holy Enemy(SU):</strong> At 2nd level, a Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures, and weapons used agains a Holy Enemy are considered Good Alligned for purposes of overcoming damage resistance. </p><p></p><p>At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1. </p><p></p><p>If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter’s bonuses do not stack; he simply uses whichever bonus is higher. </p><p></p><p>This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability.</p><p></p><p><strong>Bonus Feat:</strong> At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly.</p><p>Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness.</p><p></p><p><strong>Mounted Tracking(EX):</strong> A Anointed Hunter may track while mounted as if he was on the ground at no penalties. All other normal rules for tracking still apply (regarding movement speed, penalties, etc.)</p><p></p><p><strong>Swift Tracker(EX):</strong> As Ranger ability of the same name</p><p></p><p><strong>Special:</strong> An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained)</p><p>-Created by Bront</p><p></p><p><span style="font-size: 15px">BRIGHTSTRIKER</span></p><p>Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.</p><p></p><p><strong>Hit die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>to qualify to become a Brightstriker, a character must fulfill all the following criteria.</p><p><em>Alignment:</em> any good</p><p><em>Diety:</em> Hyrag</p><p><em>Base Attack Bonus:</em> +4</p><p><em>Skills:</em> Knowledge (religion) 8 ranks</p><p><em>Feats:</em> Weapon Focus (heavy mace)</p><p><em>Special:</em> Able to turn undead</p><p><em>Special:</em> <em>Death Taint</em>. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.</p><p></p><p><strong>Class Skills</strong></p><p>The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).</p><p>Skill Points at Each Level: 2 + Int modifier</p><p>[code]</p><p>lvl BAB Fort Ref Will Special</p><p>1 +1 +2 0 0 detect undead</p><p>2 +2 +3 0 0 Lifetouch 1/day</p><p>3 +3 +3 +1 +1 Weapon Specialization (heavy mace)</p><p>4 +4 +4 +1 +1 Lifetouch 2/day</p><p>5 +5 +4 +1 +1 Extra Turning</p><p>6 +6/+1 +5 +2 +2 Smite Undead</p><p>7 +7/+2 +5 +2 +2 Lifetouch 3/day</p><p>8 +8/+3 +6 +2 +2 Lifeflare</p><p>9 +9/+4 +6 +3 +3 Lifetouch 4/day</p><p>10 +10/+5 +7 +3 +3 Lifeshield</p><p>[/code]</p><p><strong>CLASS FEATURES</strong></p><p><strong>Weapon and Armor Proficiency:</strong> Brightstrikers gain no additional proficiency with any weapon or armor.</p><p></p><p><strong>Turn Undead:</strong> Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead.</p><p></p><p><strong>Detect Undead (Sp):</strong> At will, a Brightstriker can utilize <em>detect undead</em> as a spell-like ability.</p><p></p><p><strong>Lifetouch (Su):</strong> Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.</p><p></p><p><strong>Weapon Specialization (Heavy Mace):</strong> At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite.</p><p></p><p><strong>Extra Turning:</strong> at 5th level, Brightstrikers receive Extra Turning as a bonus feat.</p><p></p><p><strong>Smite Undead (Su):</strong> Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).</p><p></p><p><strong>Lifeflare (Su):</strong> At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.</p><p><strong>Lifeshield (Su):</strong> at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).</p><p>-Created by Dungannon</p><p></p><p><span style="font-size: 15px">Dervish of Sairundan, v. 2</span>[/b]</p><p><em>Be as the wind, listen to the storm, and care for the whims of your spirits as well as others. This is the the Path of the Dervish.</em></p><p>Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes.</p><p>One of the few bits that still remind of that era is the Path of the Dervish. Taking the nomadic nature of their tribes to the extreme, dervishes strive to attain unity with the winds and the storms in the Dance of the Winds. They no longer are considered part of a single tribe, and they travel far and wide to aid all the tribes in need. Many take this a step further and travel all of the world, seeking new steps for their dances in exchange for their aid. The dervishes of Sairundan learn to follow their whims without harming their surroundings, and shape the winds as the winds shape the dervish, expressing their soul in songs. When two dervishes meet, they are as likely to start a training fight/dance as to start singing together to share their stories.</p><p>Most tribes send the young people who seem to be promising dervishes to meet several other tribes, but a few actually send them into distant lands, where they are supposed to pick up new knowledge and as a preparation for their new life as a dervish.</p><p>Fighters and rangers are the most common classes to live the path of the dervish. A few ex-monks, bards or rogues might also follow this path, but the martial requirements often discourage them. Other classes usually lack either the martial or the artistic aptitude required for the dervishes.</p><p><strong>Hit Dice:</strong> d8</p><p><strong>Requirements</strong></p><p>To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.</p><p><strong>Base Attack Bonus:</strong> +6.</p><p><strong>Skills:</strong> Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks.</p><p><strong>Feats:</strong> Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).</p><p><strong>Alignment:</strong> Neutral good, chaotic good or chaotic neutral.</p><p><strong>Special:</strong> Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.</p><p><strong>Test of the Fifteen Winds:</strong> To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.</p><p><strong>Class Skills</strong></p><p>The dervish of Sairundan’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).</p><p><strong>Skill Points at each level:</strong> 4 + Int modifier.</p><p>[code]</p><p>Level Base Fort Ref Will AC Special</p><p> Attack Save Save Save Bonus</p><p> Bonus</p><p>1st +1 +0 +2 +0 +1 Slashing blades, song of the storms united, songs of the blade</p><p>2nd +2 +0 +3 +0 +1 Fast movement +5 ft.</p><p>3rd +3 +1 +3 +1 +1 Spring Attack, dervish dance 1</p><p>4th +4 +1 +4 +1 +1 Djinni’s grace, movement mastery</p><p>5th +5 +1 +4 +1 +2 Fast movement +10 ft.</p><p>6th +6 +2 +5 +2 +2 Wind’s fury, dervish dance 2</p><p>7th +7 +2 +5 +2 +2 Djinni’s boon</p><p>8th +8 +2 +6 +2 +2 Fast movement +15 ft.</p><p>9th +9 +3 +6 +3 +3 Dervish dance 3</p><p>10th +10 +3 +7 +3 +3 Djinni’s gift, storm’s fury</p><p>[/code]</p><p><strong>Class Features</strong></p><p>All of the following are class features of the dervish of Sairundan prestige class.</p><p><strong>Weapon and Armor Proficiency:</strong> Dervishes of Sairundan gain no proficiency with any weapon or armor.</p><p><strong>AC Bonus (Ex):</strong> A dervish of Sairundan gains this bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.</p><p><strong>Song of the Storms United (Su):</strong> When a dervish is affected by a bardic music effect or a similar ability, the dervish may attempt a Perform (Sing) check (DC 15 + required ranks in Perform for that ability). If he succeeds, he picks up the song, duplicating its effects, and can affect other allies just like the bard, but using his dervish levels and bard levels for level-based effects. The dervish can only relay a song if he has enough ranks in Perform to use the ability if he were a bard. For example, a 10th level dervish affected by an <em>inspire greatnes</em>s effect could inspire greatness in one of his allies with asuccessful Perform check (DC 27). If the dervish also has 2 levels of bard, he can <em>inspire greatness</em> in two allies instead.</p><p>For bardic music where the bard's Perform check result affects the effectiveness (such as <em>countersong</em>), the Perform check result of the dervish can be no higher than that of the bard.</p><p>The following bardic abilities can be used with this ability: <em>Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics.</em> Other, similar abilities might be added to that list by the GM.</p><p><strong>Slashing Blades:</strong> A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.</p><p><em><strong>Songs of the Blade (Sp):</strong></em> At 1st level, the dervish gains the ability to dance with any slashing melee weapon and listen to its song once per day. From the song of the blade, the dervish can attempt to find out about any special abilities that the weapon possesses, as per the spell <em>identify</em> cast by a caster of the dervish’s class level. To use this ability, the dervish dances for 1 hour with the blade, and then must succeed at a Perform (Dance) check with a DC of 10 + the weapon’s caster level. If he succeeds, he gains insight into all magic properties of the weapon, including how to activate those functions (if appropriate), and how many charges are left (if any). If he fails by 9 or less, he receives no insight. If he fails by 10 or more, he receives false insight.</p><p>Just like <em>identify</em>, songs of the blade does not function when used on an artifact. Songs of the Blade is the equivalent of a 1st level spell.</p><p>The dervish cannot take 10 on the Perform check for this ability.</p><p><strong>Fast Movement (Ex):</strong> At 2nd level and higher, a dervish gains an enhancement bonus to his speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.</p><p><strong>Spring Attack:</strong> At 3rd level, a dervish gains the Spring Attack feat, even if he does not meet the prerequisites.</p><p><strong>Dervish Dance (Ex):</strong> Beginning at third level, the dervish, may attempt to take an additional 5 foot step during a full attack by succeeding at a Perform (dance) check with a DC of 20. The dervish may not take two 5 ft steps in succession – they must be seperated by at least one attack.</p><p>Every three levels thereafter, the number of 5 foot steps the dervish can attempt to take increases by one, but the DC to succeed increases by 10. For example, a 6th level dervish could attempt to take two additional 5 foot steps during a full attack, the first requiring a DC 20 Perform check, the second requiring a DC 30 Perform check.</p><p>The dervish can not take 10 on the Perform check for this ability.</p><p><strong>Djinni’s Grace:</strong> At 4th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Dexterity.</p><p><strong>Movement Mastery (Ex):</strong> Starting at 4th level, the dervish is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so.</p><p><strong>Wind’s Fury (Su):</strong> At 6th level, the dervish becomes one with the winds that guide his movements. He may add 1/2 his Dexterity bonus, rounded down, to the damage dealt by his melee attacks.</p><p><strong>Djinni’s Boon:</strong> At 7th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Charisma.</p><p><strong>Djinni’s Gift:</strong> At 10th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Strength.</p><p><strong>Storm’s Fury (Su):</strong> At 10th level, the dervish literally becomes the winds that guide his movements. He may add his Dexterity bonus to the damage dealt by his melee attacks. This ability replaces Wind’s Fury.</p><p></p><p><span style="font-size: 15px">DROW PARAGON</span></p><p>Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill.</p><p>Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race.</p><p></p><p><strong>Adventures:</strong> Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races.</p><p></p><p><strong>Characteristics: </strong>Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death.</p><p></p><p><strong>Alignment: </strong>The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons.</p><p></p><p><strong>Religion: </strong>Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools—more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses.</p><p></p><p><strong>Background: </strong>Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow.</p><p></p><p><strong>Races: </strong>Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture.</p><p></p><p><strong>Other Classes: </strong>Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends.</p><p>That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety—ensuring that the drow paragon can gain the upper hand whenever desired.</p><p></p><p><strong>Game Rule Information</strong></p><p>[code] Base</p><p>Level Attack Fort Ref Will Special Spells per Day</p><p> Bonus Save Save Save</p><p></p><p></p><p>1st +0 +0 +2 +0 improved spell-like abilities +1 level of cleric or wizard</p><p>2nd +1 +0 +3 +0 Improved darkvision (+30 ft.), light sensitivity —</p><p>3rd +2 +1 +3 +1 Ability boost (Dex +2) +1 level of cleric or wizard[/code]</p><p></p><p>Drow paragons have the following game statistics.</p><p><strong>Abilities: </strong>Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat.</p><p></p><p><strong>Alignment: </strong>Any.</p><p><strong>Hit Die: </strong>d6.</p><p><strong>Class Skills: </strong>The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).</p><p><strong>Skill Points at Each Level: </strong>4 + Int modifier.</p><p></p><p><strong>CLASS FEATURES</strong></p><p>All of the following are class features of the drow paragon class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.</p><p></p><p><strong>Spells per Day:</strong> At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.</p><p>If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.</p><p></p><p><strong>Improved Spell-Like Abilities:</strong> At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.</p><p></p><p><strong>Improved Darkvision (Ex):</strong> At 2nd level, a drow paragon's darkvision range increases by 30 feet.</p><p></p><p><strong>Light Sensitivity (Ex):</strong> A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.</p><p></p><p><strong>Ability Boost (Ex):</strong> At 3rd level, a drow paragon's Dexterity score increases by 2 points.</p><p>-Derived from OGC</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464672, member: 13889"] [b]Prestige and Paragon Classes - A to I[/b] [SIZE=4]Anointed Hunter[/SIZE] Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors [B]Hit Die:[/B] d8 [B]Requirements[/B] To qualify to become an Anointed Hunter, a character must fulfill all the following criteria. [B]Alignment:[/b] Lawful Good [B]Skills:[/B] KN: Nature 10, KN: Religion 10, Survival 10 [B]Feats:[/B] Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival [B]Special:[/B] Must still be ellegable to advance in Paladin, have the Lay hands, Smite, and Special mount abilities. [B]Class Skills[/B] The Seeker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). [B]Skill Points at Each Level:[/B] 4 + Int modifier. [code][B]Table: Anointed Hunter Level BAB Fort Wil Ref Special[/B] 1st +1 +2 +0 +2 Special Mount, Spellcasting 2nd +2 +3 +0 +3 Holy Enemy, Lay on Hands 3rd +3 +3 +1 +3 Bonus Feat 4th +4 +4 +1 +4 2nd Holy Enemy 5th +5 +4 +1 +4 Mounted Tracking 6th +6 +5 +2 +5 3rd Holy Enemy 7th +7 +5 +2 +5 Swift Tracking 8th +8 +6 +2 +6 4th Holy Enemy 9th +9 +6 +3 +6 Bonus Feat 10th +10 +7 +3 +7 5th Holy Enemy[/code] [code][B]Table: Anointed Hunter Spellcasting Level Caster 1st 2nd 3rd 4th[/B] 1st 1st 0 - - - 2nd 2nd 1 - - - 3rd 3rd 1 0 - - 4th 4th 1 1 - - 5th 5th 2 1 0 - 6th 6th 2 1 1 - 7th 7th 2 2 1 0 8th 8th 3 2 1 1 9th 9th 3 2 2 1 10th 10th 3 3 2 2[/code] [B]Class Features[/B] All the following are Class Features of the Anointed Hunter prestige class. [B]Weapon and Armor Proficiency:[/B] A Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have. [B]Special Mount(SU):[/B] Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities [B]Spell Casting:[/B] The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists. [B]Lay Hands(SU):[/B] Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability. [B]Holy Enemy(SU):[/B] At 2nd level, a Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures, and weapons used agains a Holy Enemy are considered Good Alligned for purposes of overcoming damage resistance. At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1. If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter’s bonuses do not stack; he simply uses whichever bonus is higher. This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability. [B]Bonus Feat:[/B] At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly. Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness. [B]Mounted Tracking(EX):[/B] A Anointed Hunter may track while mounted as if he was on the ground at no penalties. All other normal rules for tracking still apply (regarding movement speed, penalties, etc.) [B]Swift Tracker(EX):[/B] As Ranger ability of the same name [b]Special:[/b] An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained) -Created by Bront [SIZE=4]BRIGHTSTRIKER[/SIZE] Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found. [b]Hit die:[/b] d8 [b]Requirements[/b] to qualify to become a Brightstriker, a character must fulfill all the following criteria. [I]Alignment:[/I] any good [I]Diety:[/I] Hyrag [I]Base Attack Bonus:[/I] +4 [I]Skills:[/I] Knowledge (religion) 8 ranks [I]Feats:[/I] Weapon Focus (heavy mace) [I]Special:[/I] Able to turn undead [I]Special:[/I] [i]Death Taint[/i]. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic. [b]Class Skills[/b] The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis). Skill Points at Each Level: 2 + Int modifier [code] lvl BAB Fort Ref Will Special 1 +1 +2 0 0 detect undead 2 +2 +3 0 0 Lifetouch 1/day 3 +3 +3 +1 +1 Weapon Specialization (heavy mace) 4 +4 +4 +1 +1 Lifetouch 2/day 5 +5 +4 +1 +1 Extra Turning 6 +6/+1 +5 +2 +2 Smite Undead 7 +7/+2 +5 +2 +2 Lifetouch 3/day 8 +8/+3 +6 +2 +2 Lifeflare 9 +9/+4 +6 +3 +3 Lifetouch 4/day 10 +10/+5 +7 +3 +3 Lifeshield [/code] [b]CLASS FEATURES[/b] [b]Weapon and Armor Proficiency:[/b] Brightstrikers gain no additional proficiency with any weapon or armor. [b]Turn Undead:[/b] Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead. [b]Detect Undead (Sp):[/b] At will, a Brightstriker can utilize [i]detect undead[/i] as a spell-like ability. [b]Lifetouch (Su):[/b] Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level. [b]Weapon Specialization (Heavy Mace):[/b] At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite. [b]Extra Turning:[/b] at 5th level, Brightstrikers receive Extra Turning as a bonus feat. [b]Smite Undead (Su):[/b] Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead). [b]Lifeflare (Su):[/b] At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage. [b]Lifeshield (Su):[/b] at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects). -Created by Dungannon [size=4]Dervish of Sairundan, v. 2[/size][/b] [i]Be as the wind, listen to the storm, and care for the whims of your spirits as well as others. This is the the Path of the Dervish.[/i] Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes. One of the few bits that still remind of that era is the Path of the Dervish. Taking the nomadic nature of their tribes to the extreme, dervishes strive to attain unity with the winds and the storms in the Dance of the Winds. They no longer are considered part of a single tribe, and they travel far and wide to aid all the tribes in need. Many take this a step further and travel all of the world, seeking new steps for their dances in exchange for their aid. The dervishes of Sairundan learn to follow their whims without harming their surroundings, and shape the winds as the winds shape the dervish, expressing their soul in songs. When two dervishes meet, they are as likely to start a training fight/dance as to start singing together to share their stories. Most tribes send the young people who seem to be promising dervishes to meet several other tribes, but a few actually send them into distant lands, where they are supposed to pick up new knowledge and as a preparation for their new life as a dervish. Fighters and rangers are the most common classes to live the path of the dervish. A few ex-monks, bards or rogues might also follow this path, but the martial requirements often discourage them. Other classes usually lack either the martial or the artistic aptitude required for the dervishes. [b]Hit Dice:[/b] d8 [b]Requirements[/b] To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria. [b]Base Attack Bonus:[/b] +6. [b]Skills:[/b] Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks. [b]Feats:[/b] Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar). [b]Alignment:[/b] Neutral good, chaotic good or chaotic neutral. [b]Special:[/b] Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds. [b]Test of the Fifteen Winds:[/b] To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan. [b]Class Skills[/b] The dervish of Sairundan’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). [b]Skill Points at each level:[/b] 4 + Int modifier. [code] Level Base Fort Ref Will AC Special Attack Save Save Save Bonus Bonus 1st +1 +0 +2 +0 +1 Slashing blades, song of the storms united, songs of the blade 2nd +2 +0 +3 +0 +1 Fast movement +5 ft. 3rd +3 +1 +3 +1 +1 Spring Attack, dervish dance 1 4th +4 +1 +4 +1 +1 Djinni’s grace, movement mastery 5th +5 +1 +4 +1 +2 Fast movement +10 ft. 6th +6 +2 +5 +2 +2 Wind’s fury, dervish dance 2 7th +7 +2 +5 +2 +2 Djinni’s boon 8th +8 +2 +6 +2 +2 Fast movement +15 ft. 9th +9 +3 +6 +3 +3 Dervish dance 3 10th +10 +3 +7 +3 +3 Djinni’s gift, storm’s fury [/code] [b]Class Features[/b] All of the following are class features of the dervish of Sairundan prestige class. [b]Weapon and Armor Proficiency:[/b] Dervishes of Sairundan gain no proficiency with any weapon or armor. [b]AC Bonus (Ex):[/b] A dervish of Sairundan gains this bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load. [b]Song of the Storms United (Su):[/b] When a dervish is affected by a bardic music effect or a similar ability, the dervish may attempt a Perform (Sing) check (DC 15 + required ranks in Perform for that ability). If he succeeds, he picks up the song, duplicating its effects, and can affect other allies just like the bard, but using his dervish levels and bard levels for level-based effects. The dervish can only relay a song if he has enough ranks in Perform to use the ability if he were a bard. For example, a 10th level dervish affected by an [i]inspire greatnes[/i]s effect could inspire greatness in one of his allies with asuccessful Perform check (DC 27). If the dervish also has 2 levels of bard, he can [i]inspire greatness[/i] in two allies instead. For bardic music where the bard's Perform check result affects the effectiveness (such as [i]countersong[/i]), the Perform check result of the dervish can be no higher than that of the bard. The following bardic abilities can be used with this ability: [i]Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics.[/i] Other, similar abilities might be added to that list by the GM. [b]Slashing Blades:[/b] A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons. [i][b]Songs of the Blade (Sp):[/b][/i] At 1st level, the dervish gains the ability to dance with any slashing melee weapon and listen to its song once per day. From the song of the blade, the dervish can attempt to find out about any special abilities that the weapon possesses, as per the spell [i]identify[/i] cast by a caster of the dervish’s class level. To use this ability, the dervish dances for 1 hour with the blade, and then must succeed at a Perform (Dance) check with a DC of 10 + the weapon’s caster level. If he succeeds, he gains insight into all magic properties of the weapon, including how to activate those functions (if appropriate), and how many charges are left (if any). If he fails by 9 or less, he receives no insight. If he fails by 10 or more, he receives false insight. Just like [i]identify[/i], songs of the blade does not function when used on an artifact. Songs of the Blade is the equivalent of a 1st level spell. The dervish cannot take 10 on the Perform check for this ability. [b]Fast Movement (Ex):[/b] At 2nd level and higher, a dervish gains an enhancement bonus to his speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus. [b]Spring Attack:[/b] At 3rd level, a dervish gains the Spring Attack feat, even if he does not meet the prerequisites. [b]Dervish Dance (Ex):[/b] Beginning at third level, the dervish, may attempt to take an additional 5 foot step during a full attack by succeeding at a Perform (dance) check with a DC of 20. The dervish may not take two 5 ft steps in succession – they must be seperated by at least one attack. Every three levels thereafter, the number of 5 foot steps the dervish can attempt to take increases by one, but the DC to succeed increases by 10. For example, a 6th level dervish could attempt to take two additional 5 foot steps during a full attack, the first requiring a DC 20 Perform check, the second requiring a DC 30 Perform check. The dervish can not take 10 on the Perform check for this ability. [b]Djinni’s Grace:[/b] At 4th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Dexterity. [b]Movement Mastery (Ex):[/b] Starting at 4th level, the dervish is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so. [b]Wind’s Fury (Su):[/b] At 6th level, the dervish becomes one with the winds that guide his movements. He may add 1/2 his Dexterity bonus, rounded down, to the damage dealt by his melee attacks. [b]Djinni’s Boon:[/b] At 7th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Charisma. [b]Djinni’s Gift:[/b] At 10th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Strength. [b]Storm’s Fury (Su):[/b] At 10th level, the dervish literally becomes the winds that guide his movements. He may add his Dexterity bonus to the damage dealt by his melee attacks. This ability replaces Wind’s Fury. [Size=4]DROW PARAGON[/size] Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill. Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race. [B]Adventures:[/B] Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races. [B]Characteristics: [/B]Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death. [b]Alignment: [/b]The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons. [b]Religion: [/b]Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools—more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses. [b]Background: [/b]Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow. [b]Races: [/b]Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture. [b]Other Classes: [/b]Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends. That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety—ensuring that the drow paragon can gain the upper hand whenever desired. [b]Game Rule Information[/b] [code] Base Level Attack Fort Ref Will Special Spells per Day Bonus Save Save Save 1st +0 +0 +2 +0 improved spell-like abilities +1 level of cleric or wizard 2nd +1 +0 +3 +0 Improved darkvision (+30 ft.), light sensitivity — 3rd +2 +1 +3 +1 Ability boost (Dex +2) +1 level of cleric or wizard[/code] Drow paragons have the following game statistics. [b]Abilities: [/b]Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat. [b]Alignment: [/b]Any. [b]Hit Die: [/b]d6. [b]Class Skills: [/b]The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). [b]Skill Points at Each Level: [/b]4 + Int modifier. [B]CLASS FEATURES[/b] All of the following are class features of the drow paragon class. [B]Weapon and Armor Proficiency:[/B] Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor. [B]Spells per Day:[/B] At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly. If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect. [B]Improved Spell-Like Abilities:[/B] At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities. [B]Improved Darkvision (Ex):[/B] At 2nd level, a drow paragon's darkvision range increases by 30 feet. [B]Light Sensitivity (Ex):[/B] A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell. [B]Ability Boost (Ex):[/B] At 3rd level, a drow paragon's Dexterity score increases by 2 points. -Derived from OGC [/QUOTE]
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