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.Drake
2017-08-23, 07:32 PM
The Paragon

https://i.imgur.com/d4vPxUh.jpg
Art copyright Bungie

Chosen by powers that few understand, paragons wield magic and paracausal powers that defy reality. Though the mysterious benefactors that gift their unique abilities and ancient mechanisms are subject to endless debate, paragons themselves know only one thing; that their capabilities are contingent upon directives that they have little choice in obeying. Some are dedicated to missions or quests, others pledge themselves to ideals or ethics, while some few offer their powers to factions, nations, or deities in the belief their powers originate from their affiliates. The trial to understand their given directive and find acceptance of their new purpose is an ardour in and of itself, and not every individual who walks the path will know what exactly their path leads to. Constantly tested, paragons who lose themselves to temptation or who divert their paths to wayward ends may find themselves bereft of the abilities that make them what they are, abandoned by the higher powers that gifted their defiant strengths.

Role: Paragons are bulwarks, juggernauts of the highest order. Charged with single-minded determination, they bend the battlefield to their desire, forcing events to align to their whims through sheer force of will. While unstoppable against those who would oppose them, they can also empower allies with stalwart defiance, and encourage their companions to continue the fight long after most mortals would have surrendered.

Note: The paragon is an alternate class for the paladin core class. Making use of and altering many facets of the paladin class, the paragon cannot truly be called a separate class, but by the changes made here the themes and attributes of the class are shifted in a different direction to capture a different science-fantasy theme. While a redesign of sorts, the base class can be used just as any other core class.

Alignment: Any

Hit Die: d10
Skill Points: 2 + Int modifier

Starting Wealth: 5d6 x 10 (average 175gp). In addition, each character begins play with an outfit worth 10gp or less.

Class Skills
The paragon’s class skills (and the key ability for each skill) are Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (arcana) (INT), Knowledge (planes), Perception (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS), and Spellcraft (INT).

Advancement Table: Paragon


Level
Base Attack Bonus

Fort Save

Ref Save

Will Save
Special
Spells Per Day








1st
2nd
3rd
4th
5th
6th


1
+1
+2
+0
+2
Geas, Detect Foes, Paracausal Strike 1/day
0
-
-
-
-
-


2
+2
+3
+0
+3
Determination, Channel Will
1
-
-
-
-
-


3
+3
+3
+1
+3
Immutable, Ontology (Causal Sunder)
1
-
-
-
-
-


4
+4
+4
+1
+4
Audacity, Paracausal Strike 2/day
1
0
-
-
-
-


5
+5
+4
+1
+4
Havoc Sphere
1
1
-
-
-
-


6
+6 / +1
+5
+2
+5
Ontology (Spacial Rend)
2
1
-
-
-
-


7
+7 / +2
+5
+2
+5
Paracausal Strike 3/day
2
1
0
-
-
-


8
+8 / +3
+6
+2
+6
Aura of Defiance (Least)
2
1
1
-
-
-


9
+9 / +4
+6
+3
+6
Ontology (Denial)
2
2
1
-
-
-


10
+10 / +5
+7
+3
+7
Paracausal Strike 4/day
3
2
1
0
-
-


11
+11 / +6 / +1
+7
+3
+7
Aura of Defiance (Lesser)
3
2
1
1
-
-


12
+12 / +7 / +2
+8
+4
+8
Ontology (Slip)
3
2
2
1
-
-


13
+13 / +8 / +3
+8
+4
+8
Paracausal Strike 5/day
3
3
2
1
0
-


14
+14 / +9 / +4
+9
+4
+9
Aura of Defiance (Great)
4
3
2
1
1
-


15
+15 / +10 / +5
+9
+5
+9
Ontology (Mantle Geas)
4
3
2
2
1
-


16
+16 / +11 / +6 / +1
+10
+5
+10
Paracausal Strike 6/day
4
3
3
2
1
0


17
+17 / +12 / +7 / +2
+10
+5
+10
Aura of Defiance (Greater)
4
4
3
2
1
1


18
+18 / +13 / +8 / +3
+11
+6
+11
Ontology (Indomitable)
5
4
3
2
2
1


19
+19 / +14 / +9 / +4
+11
+6
+11
Paracausal Strike 7/day
5
4
3
3
2
1


20
+20 / +15 / +10 / +5
+12
+6
+12
ONTOGENIC EXIGENT
5
4
4
3
2
1



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

Weapon and Armour Proficiency: Paragons are proficient with all simple and martial weapons, with all types of armour (light, medium, and heavy), and with shields (except tower shields).

Spells: A paragon gains the ability to cast a number of arcane spells drawn from the paragon spell list. A paragon must choose and prepare their spells in advance.

To prepare or cast a spell, the paragon must have a WIS score equal to or greater than 10 + the spell level. The DC for saving throws against the paragon’s spells is 10 + the spell level + the paragon’s WIS bonus.

Like other spellcasters, the paragon can only cast a certain number of spells of a given spell level per day. Her base spell allotment is given in the Advancement Table: Paragon. Additionally, she receives bonus spells per day if she has a high WIS score (see Table: Ability Modifiers and Bonus Spells). When Advancement Table: Paragon indicates that the paragon receives 0 spells per day of a given level, she gains only the bonus spells she would be entitled to based on her WIS score for that spell level.

A paragon must spend 1 hour every day in preparation and scribing to regain her daily allotment of spells. A paragon can cast any spell on the paragon spell list, provided that she can cast spells of that level, but must choose which spells to prepare during her daily preparation.

Geas (Ex): A paragon is subject to a geas that influences their goals, their motivation, their conduct, and the effectiveness of their Detect Foes and Paracausal Strike abilities. This geas functions as per the geas/quest spell, except as follows:

A remove curse spell cannot remove the geas; only limited wish, miracle, or wish can.
If the paragon is prevented from obeying the geas for 7 days, they lose access to all class abilities except for proficiencies. It takes 24 hours in direct pursuit of their geas to reclaim their abilities.
The paragon can roll a will save to resist the compulsion of the geas for 24 hours. The DC of the saving throw is equal to 10 + the paragon’s level. This time does not contribute to the 7 days before their abilities are removed.

If the geas is removed in any way other than completing the geas/quest, the paragon loses all class abilities except for proficiencies. A paragon that completes the requirements of their geas keeps their class abilities permanently and may continue to advance the class.

A paragon is not always privy to the exact nature of their geas, but are always aware of a driving impulse. A will save of 10 + half the paragon’s level (minimum DC11) can be made to determine the closest, most immediate action towards the fulfillment of their geas.

Detect Foes (Su): At will, a paragon can detect the presence of outsiders, aberrations, undead, or fey as if using the detect evil spell. It also detects creatures in direct ideological opposition with her geas. This ability can discern creature type, but not alignment or subtype.

Paracausal Strike (Su): Once per day, the paragon can call upon her causal abilities to increase the likelihood of her victory. As a swift action, the paragon empowers her weapon with a paracausal edge, objectively enhancing her lethality. The paragon adds her WIS bonus (if any) to attack rolls and half her paragon level to all damage rolls with the empowered weapon. Against foes in direct opposition to her geas (not merely impeding her immediate goals), the bonus to damage is instead equal to her paragon level. Paracausal Strike offers no benefits against creatures in direct cooperation with the paragon’s geas.

This effect ends the moment the weapon leaves the paragon’s possession. The paragon can maintain this effect for 1 minute. At 4th level and every three levels after, the paragon gains another use of this ability per day.

Determination (Ex): At 2nd level, the paragon gains a bonus to her saving throws equal to her WIS bonus (if any).

Channel Will (Su): Beginning at 2nd level, the paragon can will reality to rend her foes or mend her own wounds. By making a melee touch attack, she can deal 1d6 of damage for every two class levels she possesses. When used on the paragon herself it instead heals for the same amount. Each day she can use this ability a number of times equal to half her paragon level + her WIS bonus (if any). Using this ability is a standard action, unless used on herself, in which case it is a swift action. The paragon only needs one free hand to use this ability.

Immutable (Ex): At 3rd level, the paragon becomes immune to all diseases, including supernatural and magical diseases, including mummy rot.

Ontology (Su): At 3rd level and every three levels after, the paragon gains the ability to manifest her Channel Will into different uses. Unless otherwise noted, using any of these abilities is a standard action that consumes one use of Channel Will, unless the paragon targets herself, in which case it is a swift action.


Causal Sunder (3rd): The paragon empowers a weapon to weaken an opponent’s hold on reality; if the attack lands, the target must succeed on a Fortitude save (DC = 10 + paragon’s level + WIS bonus (if any)) or suffer a -4 morale penalty on their CMD for 1 minute. The effect lingers on the weapon for 1 minute or until discharged.

Spacial Rend (6th): The paragon’s next melee attack can strike a target in sight up to 30ft away by tearing a hole in spacetime. Although this attack is considered a melee attack, it is considered an incorporeal ranged attack for the purposes of firing into melee and into cover. This attack gains no flanking bonuses and cannot be used to flank a target. The range of this ability increases by 10ft at 8th level and every two levels after (up to a maximum of 100ft at 20th level).

Denial (9th): As an immediate action, the paragon can, through force of will, divert or cancel an attack against an ally as per the spell foe to friend. The DC of the saving throw for this spell is equal to 10 + half the paragon’s level + her WIS bonus (if any). This ability has the same range as Spacial Rend.

Slip (12th): As a move action, the paragon can shift to a space adjacent to a creature that has taken damage from Paracausal Strike or Spacial Rend since the start of the paragon’s last turn. This ability has the same range as Spacial Rend. The paragon must have line of sight to use this ability.

Mantle Geas (15th): The paragon shares their burden with another creature, affecting a single target as per the lesser geas spell. The geas imposed must be the same as the paragon’s.

Indomitable (18th): If the paragon drops below 0 hit points they can, as an immediate action, consume two uses of her Channel Will to return to one hit point and gain temporary hit points equal to half her total hit points. She also gains DR10/--. These effects last for 1 min/level.

Audacity (Su): Beginning at 4th level, the paragon’s Paracausal Strike pierces through damage reduction for an amount equal to half her paragon level. For example, if a 6th level paragon dealt 12 damage to a creature with DR10/--, she would deal a total of 5 points of damage. This ability does not affect energy resistances or damage immunities.

Havoc Sphere (Su): At 5th level, the paragon can consume two uses of her Channel Will to apply it to all creatures within 5ft of her (sans herself) in a sphere of destruction. A reflex save can halve the damage, and the difficulty check for such a save is equal to 10 + half the paragon’s level + WIS bonus (if any). The range of this ability increases by 5ft at 8th level and every three levels after that (to a maximum range of 30ft at 20th level).

At 10th level, any creature affected by Havoc Sphere is subject to a free bull rush maneuver from the paragon, using the paragon’s CMB. They do not provoke attacks of opportunity, even if the paragon does not have the Improved Bull Rush feat.

Aura of Defiance, Least (Su): At 8th level, the paragon is immune to fear (magical or otherwise) and charm effects or spells with the charm descriptor. Each ally within 10ft of the paragon gains a +4 morale bonus on saving throws made against fear and charm effects. The range of this ability increases by 10ft at 11th level, and by another 10ft every 3 levels after (14th, 17th) up to a maximum of 40ft at 20th level. This ability only functions if the paragon is conscious, not if she is unconscious or dead.

Additionally, the aura gains new effects as the paragon gains levels:


Lesser (Su): At 11th level, all bull rush, trip, disarm, and overrun combat maneuvers initiated by the paragon gain a +2 morale bonus to CMB. The paragon also receives a +4 morale bonus to CMD against all bull rush, trip, disarm, and overrun combat maneuvers. Each ally within range of the paragon’s aura also benefits from the bonus.

Great (Su): At 14th level, the paragon is immune to compulsion effects or spells with the compulsion descriptor. Each ally within range of the paragon’s aura gains a +4 morale bonus on saving throws made against compulsion effects.

Greater (Su): At 17th level, the paragon is considered one size larger for resolving combat maneuver checks. This stacks with other effects that increase the paragon’s size or effective size. Each ally within range of the paragon’s aura also receives this effect.

ONTOGENIC EXIGENT (Ex): At 20th level, once per day, when successfully damaging an enemy with Paracausal Strike, the paragon may choose to wipe the targeted creature from existence. The target must make a successful Fortitude save of DC = 10 + paragon level + WIS bonus (if any) or be erased from reality. If the target succeeds on their Fortitude save, they still take 10d6 points of damage + the normal damage from your attack, and are stunned for 1d4 rounds. Whether this ability succeeds or not, the effects of Paracausal Strike immediately end.

Paragon Spell List



Spell Level
Spell List


1st
Bed of Iron, Compel Hostility, Endure Elements, Feather Fall, Magic Weapon, Read Magic, Shadow Trap, Shield, Stunning Barrier, True Strike


2nd
Arrow of Law, Bull’s Strength, Bear’s Endurance, Delay Poison, Eagle’s Splendour, Endure Elements (Communal), Force Sword, Hold Person, Litany of Defense, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Weapon of Awe


3rd
Archon’s Aura, Blade Snare, Cure Moderate Wounds, Delay Poison (Communal), Dispel Magic, Greater Magic Weapon, Remove Blindness/Deafness, Spotlight, Greater Stunning Barrier


4th
Antithetical Constraint, Confusion, Dimensional Anchor, Lesser Globe of Invulnerability, Resilient Sphere, Revenant Armour, Shout, Telekinetic Charge, Ward Shield


5th
Banishing Blade, Break Enchantment, Dismissal, Dominate Person, Hold Monster, Planar Adaptation, Sonic Thrust, Telekinesis, Wall of Force


6th
Antimagic Field, Battlemind Link, Dimensional Blade, Dispel Magic, Globe of Invulnerability, Leashed Shackles, Repulsion

.Drake
2017-08-23, 07:34 PM
Archetypes
Bent to the will of entities they do not understand or acknowledge, paragons find meaning in their quests through deities, factions, pledges, and codes. Little can slow a paragon once their task has been undertaken, and they excel at encouraging allies and onlookers to rise to the challenge. Theirs is not always a willing path, but it is always willful, and in the pursuit of their geas they find reality bending to their very whims.

Below is a list of archetypes for the paragon base class.


Sentinel
Not all paragons are tasked with surmounting impossible adversaries. Some instead are charged with simpler, more noble goals; protecting both others and themselves, standing firm in the face of discord, willing reality to remain stalwart against the forces of oppressive change. These paragons understand that the causal whims of their minds and magic are not tools of progress, but the walls of safety and security for their charges.

Weapon and Armour Proficiency: Sentinel paragons are proficient with all simple and martial weapons, all types of armour (light, medium, and heavy) and shields (including tower shields).

Barrier: At 3rd level, the paragon grants a barrier charge on the next attack; if the attack lands and successfully deals damage, the attacker gains a deflection bonus to AC equal to the paragon’s WIS bonus (if any). This bonus lasts for 1 minute.

This ability replaces Ontology (Causal Sunder).

Havoc Ward: At 5th level, the paragon can consume two uses of her Channel Will to create a protective sphere 15ft in diameter centered on her position that lasts for 1 round/level. Each ally that enters the sphere gains temporary hit points equal to her Channel Will roll + her WIS bonus (if any). These effects last until spent or until the ward collapses, even if the creature exits the sphere, and do not stack with other effects that grant temporary hit points. Additionally, any creature inside the sphere is treated as having total cover against ranged attacks, but not melee attacks. The diameter of the sphere increases by 5ft at 8th level, and by another 5ft every three levels after that (to a maximum diameter of 40ft at 20th level).

At 10th level, each ally that enters the sphere also gains a bonus to damage rolls equal to the paragon’s WIS bonus (if any). This effect lasts until the ward collapses, even if the creature exits the sphere.

This ability replaces Havoc Sphere.

.Drake
2017-08-23, 07:39 PM
As my setting incorporates many science-fantasy aspects that run counter to traditional fantasy tropes, I thought I'd give it a go designing a paladin alternate class that removes the religious motifs while still incorporating an aspect similar to the paladin's code of conduct. The end result is something that is only superficially similar to paladin in fluff, but still borrows heavily from the class in a mechanical sense.

While the class was designed for use in Pathfinder, it naturally meshes quite well into 3.5 with a few adjustments.

As always, PEACH. Any and all feedback is welcome, positive or otherwise.