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Diovid
2013-09-06, 09:23 AM
Paragon

Design Background

It's not very original since it uses a lot of what was already there but then meshed together into one class. Basically I made a marshal that is hopefully a bit more interesting.

With a commanding voice and charismatic presence, the Paragon rallies the valiant through inspiration, motivation, and leadership.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As fighter.

Class Skills
The Paragon's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Paragon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Countersong, Inspiration, Inspire Courage +1, Lore

2nd|
+2|
+3|
+0|
+3|Bonus Feat

3rd|
+3|
+3|
+1|
+3|Inspire Competence

4th|
+4|
+4|
+1|
+4|Strong Will

5th|
+5|
+4|
+1|
+4|Inspire Heroics

6th|
+6/+1|
+5|
+2|
+5|Bonus Feat

7th|
+7/+2|
+5|
+2|
+5|Song of Freedom

8th|
+8/+3|
+6|
+2|
+x|Inspire Courage +2

9th|
+9/+4|
+6|
+3|
+6|Inspire Greatness

10th|
+10/+5|
+7|
+3|
+7|Bonus Feat

11th|
+11/+6/+1|
+7|
+3|
+7|Inspire Toughness

12th|
+12/+7/+2|
+8|
+4|
+8|Sustaining Presence

13th|
+13/+8/+3|
+8|
+4|
+8|Inspire Recklessness

14th|
+14/+9/+4|
+9|
+4|
+9|Bonus Feat, Inspire Courage +3

15th|
+15/+10/+5|
+9|
+5|
+9|Combine Songs

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Inspirational Resolve

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Inspire Awe

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Bonus Feat, Singing Shout

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Shared Resilience

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Inspire Courage +4, Inspire Legion[/table]

Class Features
All of the following are class features of the paragon.

A paragon is considered a fighter equal to his paragon level -2 for purposes of qualifying for feats. These effective fighter levels stack with actual fighter levels. In addition a paragon is considered a bard equal to his paragon level for purposes of qualifying for feats. These effective bard levels stack with actual bard levels.

Weapon and Armor Proficiencies: A paragon is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Inspiration (Ex)
This ability is identical to the bard’s bardic music class feature, using the paragon’s class level in place of the bard level. Contrary to the bard’s bardic music effects, the paragon’s inspiration effects are extraordinary instead of supernatural.

For the purpose of the effects of class abilities, items, feats and spells this ability counts as the bardic music ability. In addition this ability also counts as the bardic music ability for the purpose of qualifying for feats and prestige classes.

Lore (Ex)
This ability is identical to the bard's bardic knowledge class feature, using the paragon’s class level in place of the bard level.

For the purpose of the effects of class abilities, items, feats and spells this ability counts as the bardic knowledge ability. In addition this ability also counts as the bardic knowledge ability for the purpose of qualifying for feats and prestige classes.

Songs

Countersong (Ex)
A paragon with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 60 feet of the paragon (including the paragon herself) that is affected by a sonic or language-dependent magical attack may use the paragon’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the paragon’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The paragon may keep up the countersong for 10 rounds.

Inspire Courage (Ex)
A paragon with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the paragon sing. The effect lasts for as long as the ally hears the paragon sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six paragon levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Ex)
A paragon of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 60 feet and able to see and hear the paragon. The paragon must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the paragon’s music. Certain uses of this ability are infeasible. The effect lasts as long as the paragon concentrates, up to a maximum of 2 minutes. A paragon can’t inspire competence in herself. Inspire competence is a mind-affecting ability.

Inspire Heroics (Ex)
A paragon of 5th level or higher with 8 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in herself or a single willing ally within 60 feet. For every three paragon levels the character attains beyond 5th, he can inspire heroics in one additional creature. To inspire heroics, a paragon must sing and an ally must hear the paragon sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the paragon sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Song of Freedom (Ex)
A paragon of 7th level or higher with 10 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s paragon level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 60 feet. A paragon can’t use song of freedom on herself.

Inspire Greatness (Ex)
A paragon of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in herself or a single willing ally within 60 feet, granting him or her extra fighting capability. For every three levels a paragon attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a paragon must sing and an ally must hear her sing. The effect lasts for as long as the ally hears the paragon sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Inspire Toughness (Ex)
A paragon of 11th level with 14 or more ranks in a Perform skill can use music or poetics to impart a kind of berserk resiliency on her allies (including herself). To be affected, an ally must be able to hear the paragon sing. The effect lasts for as long as the ally hears the paragon sing and for 5 rounds thereafter. An affected ally receives +2 temporary hit points for every class level of the paragon. At 16th level and higher, a paragon also grants affected allies the benefit of the Diehard feat when using this ability.

Inspire Recklessness (Ex)
A paragon of 13th level or higher with 16 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in one of her allies within 60 feet (or in herself). The effect lasts for as long as the ally hears the paragon sing and for 5 rounds thereafter. An affected ally (or the paragon herself) is inspired to recklessness, gaining the ability to decrease her Armor Class by a number less than or equal to her base attack bonus and add the same number to her melee attack rolls as a morale bonus.

On her action, before making any attack rolls in a round, the affected character must choose to subtract a number from her Armor Class and add the same number to all melee attack rolls (this number may be 0). The penalty to Armor Class and the bonus on attack rolls apply until the character's next action.

Inspire Awe (Ex)
A paragon of 17th level or higher with 20 or more ranks in any Perform skill can inspire uneasiness, fear, or even terror in her foes. To be affected, a foe must be within 60 feet of the paragon and must be able to hear the paragon. Foes get a Will save (DC 10 + paragon’s class level + paragon’s Cha modifier) to resist the effect. The severity of the effect depends on the difference between the foe's Hit Dice and the paragon’s Hit Dice (character level). Subtract the foe's HD from the paragon’s HD and consult the following table.

The effect lasts for as long as the foe can hear the paragon and 1 round thereafter. If a foe's hearing of the paragon’s song is interrupted, the foe needs to make another saving throw when he hears the paragon’s song again.

Inspire Legion (Ex)
A 20th-level paragon with 23 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the paragon and must be able to hear the paragon. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the paragon cannot rejoin the same song. The effect lasts as long as the affected characters can hear the paragon and stay within range.

When the paragon begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.


Bonus Feats
At 2nd level, a paragon gets a bonus feat and an additional bonus feat at 6th level and every four paragon levels thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats, as feats or as [leader] feats. A paragon must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
[B]
Strong Will (Ex)
Beginning at 4th level, a paragon becomes immune to fear (magical or otherwise). The paragon also gains a bonus to will saves equal to her charisma modifier. In addition, the paragon no longer fails will saves on a natural 1.

Sustaining Presence (Ex)
Starting at 12th level the paragon adds his Charisma bonus to her Constitution-based ability checks, Concentration checks and Fortitude saves. Furthermore, she no longer fails fortitude saves on a natural 1.

Combine Songs (Ex)
A paragon of 15th level or higher with 18 or more ranks in any Perform skill can combine two types of inspiration to provide the benefits of both (normal stacking rules for bonus types apply).

Inspirational Resolve (Ex)
Starting at 16th level all the paragon’s allies within a 60-foot radius who can hear the paragon are immune to fear effects, gain a moral bonus to will saves equal to the paragon’s charisma modifier and no longer fail will saves on a natural 1.

Singing Shout (Ex)
When a paragon of 18th level or higher engages in battle, she often lets out a singing shout as a standard action. All allies (including herself) within a 60-foot radius who can hear the paragon gain a +4 enhancement bonus to Strength for a number of rounds equal to one-half the class level of the paragon.

Shared Resilience (Ex)
Starting at 19th level all the paragon’s allies within a 60-foot radius who can hear the paragon gain a moral bonus to constitution-based ability checks and to fortitude saves. Further more, they no longer fail fortitude saves on a natural 1.

Diovid
2013-09-08, 09:07 AM
Does no one have anything to say about it? Is it too strong or too weak? Is it not versatile enough? Does it overshadow the Bard? Probably not with it's lack of spells.

Amnoriath
2013-09-08, 09:49 AM
Does no one have anything to say about it? Is it too strong or too weak? Is it not versatile enough? Does it overshadow the Bard? Probably not with it's lack of spells.

No, I think it is quite good and definitely playable. While it may not fit a lot of people's definition of tier 3 you have a decent fighting base with good skills, bonus feats, and SAD. That alone will allow will actually allow you to take diverse strategies and be able to do them well. Then finally you have a better support bardic music line. I say borderline tier 3/4.
A couple of things
1. Inspired recklessness is quite a lot actually as it basically is Shock Trooper(heedless charge) without charging or Improved Bull Rush tax.
2. You need to specify inspire legion.
If you want a solid tier 3 class you need to do something with your action economy. While Bardic Music is good for support it does take up quite a bit of your time. A couple items do help solve this but currently it is a rather slow class with a very simple action base.