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arkanis
2008-01-08, 03:11 AM
DWARF PARAGON
Add the following to the Dwarf race.
+2 Strength, +2 Constitution.
Darkvision range doubles.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
+1 natural armor.
+4 bonus to Fort saves and Con checks vs. cold environments and cold effects.
Can sleep in light or medium armor without becoming fatigued. *Dwarves with Endurance can sleep in heavy armor without becoming fatigued.
Favored Class: Barbarian or Fighter (player's choice).
Level Adjustment: +1.

ELF PARAGON
Add the following adjustments to the Elf or Half-elf race.
+2 Intelligence, +2 Wisdom.
Low-Light Vision improves to Superior Low-Light Vision.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
+2 Balance, Handle Animal, Move Silently, all Knowledge, and all Perform checks.
Spells as a 1st level Druid or Wizard (player's choice). CL = HD (including class levels).
Favored Class: Druid or Wizard (player's choice).
Level Adjustment: +1.

GNOME PARAGON
Add the following to the Gnome race.
+2 Intelligence, +2 Charisma.
Low-Light Vision improves to Superior Low-Light Vision.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
+2 Appraisal, Bluff, Diplomacy, all Craft, and all Perform checks.
Spells as a 1st level Sorcerer or Wizard (player's choice). CL = HD.
Favored Class: Bard or Wizard (player's choice).
Level Adjustment: +1.

GOBLIN PARAGON
Add the following to the Goblin race.
+2 Dexterity, +2 Constitution.
Darkvision range doubles.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
+1 to attack rolls against dwarves, elves, and gnomes.
+2 Balance, Climb, Hide, Jump, and Listen checks.
Athletic Finesse (Ex): Goblins can use their Dexterity modifier instead of Strength modifier for Climb, Jump, and Swim checks.
Sneaky (Ex): Goblins gain a +4 competence bonus to any Bluff, Hide, Move Silently, or Sleight of Hand check they make so long as they take no other actions during turn in which they make their check.
Favored Class: Rogue or Ranger (player's choice).
Level Adjustment: +1.

HALFLING PARAGON
Add the following adjustments to the Halfling race.
+2 Dexterity, +2 Charisma.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
+2 Diplomacy, Gather Information, all Perform, and all Profession checks
Luck 1/day: Reroll any one dice roll. Second roll must be taken, even if lower.
Athletic Finesse (Ex): Halflings can use their Dexterity modifier instead of Strength modifier for Climb, Jump, and Swim checks.
Favored Class: Bard or Rogue (player's choice).
Level Adjustment: +1.

HUMAN PARAGON
Add the following to the Human, Half-elf, or Half-orc race.
+2 to any two ability scores of choice
4 more skill points at 1st level.
1 more skill point every level thereafter.
Another human bonus feat.
Level Adjustment: +1.

ORC PARAGON
Add the following to the Orc or Half-orc race.
+2 Strength, +2 Constitution.
Darkvision range doubles.
All original racial bonuses to ability checks and skill checks increase by +2.
All original racial bonuses to attack rolls, saves, and DCs increase by +1.
Scent: 30 feet.
Rage 1/day: As a 1st level barbarian. If the character gains any adjustments improving rage such as Greater Rage, Tireless Rage, etc., these benefits apply to this as well.
Favored Class: Barbarian or Fighter (player's choice).
Level Adjustment: +1.
*My version of orcs have a +2 racial bonus to Climb, Jump, and Survival checks, no light sensitivity, and a +1 bonus to attacks vs. dwarves, elves, and gnomes.

GimliFett
2008-02-20, 11:33 AM
So these aren't Racial Paragon Classes so much as suped-up versions of the Races... I like your ideas, actually.

As far as the Spell-Like Abilities as Druid/Sorcerer/Wizard/etc., they get a number of SLAs of the chosen type equal to their daily spells? Would they be able to choose the same one multiple times for multiple uses per day?

Yakk
2008-02-20, 12:07 PM
Instead of a +1 LA, why not add a 1d6 or 1d8 or 1d10 HD?

And toss in some BaB.

Do the spell like abilities stack at all with caster levels?

arkanis
2008-02-20, 01:21 PM
You know, that's not a bad idea. Most other medium humanoids begin with 2d8 HD. I'd consider it except that most all normal humanoids suck: low bab, low skill points, 1 good save, etc.

Most people would not want to play if their starting HD were so poor, but most people are willing to sacrifice 1 level for really cool abilities.

They gain spells just as the class does at 1st level. They're spells are prepared or cast spontaneously or known just as the class. They do not learn additional spells or gain higher level spell slots with increased HD, but their caster level is treated as higher.

Caster levels NEVER stack unless its a prestige class. These don't stack with anything because they are individual and separate. But I guarantee you a Paragon Elven Druid would definitely enjoy having a few extra spells to lean back on, especially if they had access to some arcane or vice versa.