Michael7123
2014-12-24, 02:28 PM
CHANGELOG:
v 1.0 (12/24/2014) : Created class.
v 2.0 (1/9/2015): Complete overhall. Ditched the basic Paragon template and came up with a completely new concept.
Aasimar Paragon
http://th08.deviantart.net/fs70/PRE/i/2013/355/4/d/juno_wip_2_by_travthemad-d6yqyo1.jpg
Aasimars are humans with a touch of celestial ancestry. While they are not as powerful as half-celestials, their ancestry gives them access to several bonuses to mental abilities, resistances, and spell like abilities. Most Aasimar feel a strong urge to do good in the world, and great majority of them favor good alignments. However, there are a few who for whatever reasons, reject these urges and head down darker paths.
Aasimar paragons are usually beacons of goodness and hope, using their powers for altruistic purposes. An evil Aasimar paragon might appear to be a knight in shining armor in his appearance, but his actions would appall their otherworldly ancestors, using his actions to further his own selfish desires.
Requirements:
Race: Aasimar or Lesser Aasimar
Level: 7th or higher.
Characteristics
Alignment: While the vast majority of Aasimar Paragon's are good, nuetral and evil paragons do exist, but are extremely rare. Aasimar paragons have a slight tendency to favor law over chaos.
Religion:
Most Aasimar Paragons worship good aligned deities.
Adventures: Most Aasimar Paragons embark on adventures in order to benefit others or destroy evil. If given a choice between looting an ancient ruin or defending a village against a horde of goblins, most would choose the latter. They work at their best when embarking on campaigns against great evils in the world.
However, just because an Aasimar gains powers to fight evil doesn't mean they have to use them for good causes. Aasimar who fall from goodness make some of the darkest villains, seeking to accumulate power at any price.
Role: The Aasimar Paragon can fill a wide range of roles, but is best suited for the same role a paladin fills. Alternatively, it can allow evil characters access to abilities usually reserved for characters of good alignments.
Class Skills:
Diplomacy (Cha), Craft (Int), Concentration (Con), Handle Animal(Cha), Heal (Wis), Knowledge (Arcana) Knowledge (Nobility and Royallty), Knowledge (Planes),Profession (Wis), Ride(Dex), Sense Motive (Wis), Spellcraft (Int)
Skill Points Per Level: 4 +Int Modifier
Table:
Level
Base Attack Bonus
Fort. Save
Ref. Save
Will Save
Special
Spells Per Day
1st
+0
+2
+0
+2
Improved Resistance
-
2nd
+1
+3
+0
+3
Skill Bonus
+1 of existing class level
3rd
+2
+3
+1
+3
Special ability
-
4th
+3
+4
+1
+4
Extra Daylight
+1 of existing class level
5th
+3
+4
+1
+4
Ability Boost
-
6th
+4
+5
+2
+5
Greater Skill Bonus
+1 of existing class level
7th
+5
+5
+2
+5
Special Ability
-
8th
+6
+6
+2
+6
Holy Word
+1 of base class level
9th
+6
+6
+3
+6
Improved Resistance
-
10th
+7
+7
+3
+7
Celestial Transformation, Heavenly Wings, Special Ability
+1 of existing class level
Note: Celestial Paragon levels stack with a paladin's for determining the effectiveness of her lay on hands ability.
Class Features:
Hit die: d8
Weapon and Armor Proficiency: Aasimar Paragons are proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).
Improved Resistance (Ex): At level one and nine an Aasimar paragon can choose to increase any one of his pre-existing energy resistances (cold, electricity, and acid) from 5 to 10. An Aasimar Paragon cannot use this to increase a resistance score from 10 to fifteen.
Special Ability: At levels three, seven, and ten, the aasimar paragon can choose from one of the following special abilities.
Jovar Proficiency (Ex): You become Proficient with the Jovar (see Planar Handbook page 68.)
Celestial Creature (Su): If you have a Familiar, Animal Companion, or Special mount, it gains the celestial template. You can take this ability regardless of your alignment, and you creature does not change alignment upon acquiring the new template. If you have more than one of these creatures, you must choose one to give the celestial template to. If this ability is taken multiple times, the celestial template is applied to a different creature each time.
Smite Evil: You gain the ability to smite evil two times per day. If you take this ability more than once, you gain additional two attempts for each time it is taken. You can take this ability regardless of alignment.
Judicious Spellcaster (Ex): You gain spells as if you had progressed normally your class.
Bright Eyed (Su): You're glow blue, and appear soft and welcoming. You gain a +5 bonus to diplomacy checks against good or nuetral creatures, and your dark vision extends by 60ft. You can take this ability regardless of your alignment.
Heavenly Domains (Su): If you are a cleric or other divine spellcaster, you can gain access to one of the following domains: Good, Healing, Protection, Purification, Glory, or Sun. You can take this ability regardless of alignment.
Detect Evil (Su): You can detect evil at will, just like a paladin can.
Lay on hands (Su): If you don not have the lay on hands ability, you gain it, with your Aasimar Paragon level determining how effective it is. If you already have the lay on hands ability from another class, the ability becomes twice as effective, allowing you to heal double the amount of hit points normally allowed. you can take this ability regardless of alignment.
Celestial Shielding (Su): 3 Times per day, you can add your charisma bonus as a sacred bonus to your shield's AC. This effect lasts for five rounds. You can take this regardless of alignment.
Celestial Wrath (Su): All attacks, spells, or effects you create count as good aligned for the sake of overcoming damage reduction. This can be taken regardless of your alignment.
Skill Bonus (Ex): At level two, an Assimar paragon's racial bonuses to spot and listen checks increase to +3.
Daylight(Sp): At fourth level, an Aasimar Paragon can use his daylight spell like ability ability up top 3 times each day. If you already have a feet that increases the amount of daylight uses from 1 to 3 (Such as from the Celestial Bloodline feat), you are now able to use this ability 6 times per day.
Ability Boost (Ex): At level five, an Aasimar paragons can choose to increase his Charisma, Constitution, or Wisdom score by +2 permanently.
Greater Skill Bonus (Ex): At level six, an Aasimar paragon's racial bonuses to sport and listen checks increase to +4
Holy Word (Sp): Once Per day, at level eight or above, an Aaisimar Paragon can use Holy Word as a spell like ability, with a caster level equal to your character level. If the Aasimar Paragon is not good-aligned, he can still use this ability and does not suffer it's harmful effects. He is still affected normally by any other use of Holy Word.
Celestial Transformation (Su): You gain the celestial template. Your alignment does not change.
Heavenly Wings (Su): A pair of feathery wings sprout out from your back. These wings grant you a fly speed of twice you base movement speed with good maneuverability. Your flight speed will always be double the amount your armor would allow you to walk.
The exact appearance of the wings depends on the alignment of the individual Paragon.
Lawful Good: Your wings are golden and shine in yellow light.
Neutral Good: Your wings are Pure white, and shine in alabaster light.
Chaotic Good; Your wings are white and wreathed in red, pure fire. This fire does not give off heat or deal damage, but does provide bright red light.
Lawful Neutral: Your wings are metallic grey and give off pale light.
Neutral: Your wings are bland and grey and give of low light.
Chaotic Neutral: You're wings are grey and are wreathed in blue flame.
Lawful Evil: You're wings are dark, Obsidian Black, and glow with black light.
Neutral Evil: Your wings are back, and the outer rim of every feather is read. It glows with black light.
Chaotic Evil: Your wings are blood Red, and are surrounded by dark Purple flame. They glow with dark purple light.
These wings colors are a spectrum. A Lawful good Aasimar Paragon. that has nuetral good leanings, for example could have pale gold wings instead of bright gold wings.
If you use this class in any sort of game, please let me know! You don't need my permission, but I would love to know how it turned out! :smallbiggrin:
v 1.0 (12/24/2014) : Created class.
v 2.0 (1/9/2015): Complete overhall. Ditched the basic Paragon template and came up with a completely new concept.
Aasimar Paragon
http://th08.deviantart.net/fs70/PRE/i/2013/355/4/d/juno_wip_2_by_travthemad-d6yqyo1.jpg
Aasimars are humans with a touch of celestial ancestry. While they are not as powerful as half-celestials, their ancestry gives them access to several bonuses to mental abilities, resistances, and spell like abilities. Most Aasimar feel a strong urge to do good in the world, and great majority of them favor good alignments. However, there are a few who for whatever reasons, reject these urges and head down darker paths.
Aasimar paragons are usually beacons of goodness and hope, using their powers for altruistic purposes. An evil Aasimar paragon might appear to be a knight in shining armor in his appearance, but his actions would appall their otherworldly ancestors, using his actions to further his own selfish desires.
Requirements:
Race: Aasimar or Lesser Aasimar
Level: 7th or higher.
Characteristics
Alignment: While the vast majority of Aasimar Paragon's are good, nuetral and evil paragons do exist, but are extremely rare. Aasimar paragons have a slight tendency to favor law over chaos.
Religion:
Most Aasimar Paragons worship good aligned deities.
Adventures: Most Aasimar Paragons embark on adventures in order to benefit others or destroy evil. If given a choice between looting an ancient ruin or defending a village against a horde of goblins, most would choose the latter. They work at their best when embarking on campaigns against great evils in the world.
However, just because an Aasimar gains powers to fight evil doesn't mean they have to use them for good causes. Aasimar who fall from goodness make some of the darkest villains, seeking to accumulate power at any price.
Role: The Aasimar Paragon can fill a wide range of roles, but is best suited for the same role a paladin fills. Alternatively, it can allow evil characters access to abilities usually reserved for characters of good alignments.
Class Skills:
Diplomacy (Cha), Craft (Int), Concentration (Con), Handle Animal(Cha), Heal (Wis), Knowledge (Arcana) Knowledge (Nobility and Royallty), Knowledge (Planes),Profession (Wis), Ride(Dex), Sense Motive (Wis), Spellcraft (Int)
Skill Points Per Level: 4 +Int Modifier
Table:
Level
Base Attack Bonus
Fort. Save
Ref. Save
Will Save
Special
Spells Per Day
1st
+0
+2
+0
+2
Improved Resistance
-
2nd
+1
+3
+0
+3
Skill Bonus
+1 of existing class level
3rd
+2
+3
+1
+3
Special ability
-
4th
+3
+4
+1
+4
Extra Daylight
+1 of existing class level
5th
+3
+4
+1
+4
Ability Boost
-
6th
+4
+5
+2
+5
Greater Skill Bonus
+1 of existing class level
7th
+5
+5
+2
+5
Special Ability
-
8th
+6
+6
+2
+6
Holy Word
+1 of base class level
9th
+6
+6
+3
+6
Improved Resistance
-
10th
+7
+7
+3
+7
Celestial Transformation, Heavenly Wings, Special Ability
+1 of existing class level
Note: Celestial Paragon levels stack with a paladin's for determining the effectiveness of her lay on hands ability.
Class Features:
Hit die: d8
Weapon and Armor Proficiency: Aasimar Paragons are proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).
Improved Resistance (Ex): At level one and nine an Aasimar paragon can choose to increase any one of his pre-existing energy resistances (cold, electricity, and acid) from 5 to 10. An Aasimar Paragon cannot use this to increase a resistance score from 10 to fifteen.
Special Ability: At levels three, seven, and ten, the aasimar paragon can choose from one of the following special abilities.
Jovar Proficiency (Ex): You become Proficient with the Jovar (see Planar Handbook page 68.)
Celestial Creature (Su): If you have a Familiar, Animal Companion, or Special mount, it gains the celestial template. You can take this ability regardless of your alignment, and you creature does not change alignment upon acquiring the new template. If you have more than one of these creatures, you must choose one to give the celestial template to. If this ability is taken multiple times, the celestial template is applied to a different creature each time.
Smite Evil: You gain the ability to smite evil two times per day. If you take this ability more than once, you gain additional two attempts for each time it is taken. You can take this ability regardless of alignment.
Judicious Spellcaster (Ex): You gain spells as if you had progressed normally your class.
Bright Eyed (Su): You're glow blue, and appear soft and welcoming. You gain a +5 bonus to diplomacy checks against good or nuetral creatures, and your dark vision extends by 60ft. You can take this ability regardless of your alignment.
Heavenly Domains (Su): If you are a cleric or other divine spellcaster, you can gain access to one of the following domains: Good, Healing, Protection, Purification, Glory, or Sun. You can take this ability regardless of alignment.
Detect Evil (Su): You can detect evil at will, just like a paladin can.
Lay on hands (Su): If you don not have the lay on hands ability, you gain it, with your Aasimar Paragon level determining how effective it is. If you already have the lay on hands ability from another class, the ability becomes twice as effective, allowing you to heal double the amount of hit points normally allowed. you can take this ability regardless of alignment.
Celestial Shielding (Su): 3 Times per day, you can add your charisma bonus as a sacred bonus to your shield's AC. This effect lasts for five rounds. You can take this regardless of alignment.
Celestial Wrath (Su): All attacks, spells, or effects you create count as good aligned for the sake of overcoming damage reduction. This can be taken regardless of your alignment.
Skill Bonus (Ex): At level two, an Assimar paragon's racial bonuses to spot and listen checks increase to +3.
Daylight(Sp): At fourth level, an Aasimar Paragon can use his daylight spell like ability ability up top 3 times each day. If you already have a feet that increases the amount of daylight uses from 1 to 3 (Such as from the Celestial Bloodline feat), you are now able to use this ability 6 times per day.
Ability Boost (Ex): At level five, an Aasimar paragons can choose to increase his Charisma, Constitution, or Wisdom score by +2 permanently.
Greater Skill Bonus (Ex): At level six, an Aasimar paragon's racial bonuses to sport and listen checks increase to +4
Holy Word (Sp): Once Per day, at level eight or above, an Aaisimar Paragon can use Holy Word as a spell like ability, with a caster level equal to your character level. If the Aasimar Paragon is not good-aligned, he can still use this ability and does not suffer it's harmful effects. He is still affected normally by any other use of Holy Word.
Celestial Transformation (Su): You gain the celestial template. Your alignment does not change.
Heavenly Wings (Su): A pair of feathery wings sprout out from your back. These wings grant you a fly speed of twice you base movement speed with good maneuverability. Your flight speed will always be double the amount your armor would allow you to walk.
The exact appearance of the wings depends on the alignment of the individual Paragon.
Lawful Good: Your wings are golden and shine in yellow light.
Neutral Good: Your wings are Pure white, and shine in alabaster light.
Chaotic Good; Your wings are white and wreathed in red, pure fire. This fire does not give off heat or deal damage, but does provide bright red light.
Lawful Neutral: Your wings are metallic grey and give off pale light.
Neutral: Your wings are bland and grey and give of low light.
Chaotic Neutral: You're wings are grey and are wreathed in blue flame.
Lawful Evil: You're wings are dark, Obsidian Black, and glow with black light.
Neutral Evil: Your wings are back, and the outer rim of every feather is read. It glows with black light.
Chaotic Evil: Your wings are blood Red, and are surrounded by dark Purple flame. They glow with dark purple light.
These wings colors are a spectrum. A Lawful good Aasimar Paragon. that has nuetral good leanings, for example could have pale gold wings instead of bright gold wings.
If you use this class in any sort of game, please let me know! You don't need my permission, but I would love to know how it turned out! :smallbiggrin: