Martial Human Paragon
Humans are awesome and flexible. Sometimes this means they can be extra-awesome humans and also spellcasters. But sometimes they don't feel like casting spells, so instead they develop tricky ways to hit people.
Hit Die: d10.
BAB: Full
Requirements
To take a martial human paragon substitution level, a character must be a human, have at least one level in a martial initiator class, and be about to take his 1st, 2nd or 3rd level of human paragon.
Class Skills
Martial Human Paragon substitution levels have the class skills of the standard human paragon class.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the martial human paragon substitution levels.
Martial Focus: At 1st level, a martial human paragon only chooses 8 skills to be class skills instead of 10. This level counts as full BAB instead of 3/4. Also, this level counts as a full initiator level for any one initiating class you have.
Martial Proficiency: At 2nd level, instead of casting progression, this level counts as a full initiator level for any one initiating class you have. Also, this level is full BAB. As a final bonus, you may add one maneuver that you qualify for and which is in one of the allowed disciplines for your initiating class to your maneuvers known.
At 3rd level, instead of casting progression you may choose a fighter bonus feat you qualify for. You have this feat. With 8 hours of rest, you may change this feat to a different fighter bonus feat, but you must still qualify for the new feat. If you are using this feat to qualify for other feats and then change out the floating feat, you may not use the feats that chain off of it because you don't have the pre-requisite. In addition, this level also counts as a full initiator level for any one initiating class you have. Also, this level is full BAB.
This substitution feature replaces the standard human paragon's spellcasting advancement class feature and modifies the class skill list.
| Level | BAB | Fort | Ref | Will | Special |
|---|
| 1st | +1 | +0 | +0 | +2 | Adaptive Learning |
| 2nd | +2 | +0 | +0 | +3 | Bonus Feat, Bonus Maneuver |
| 3rd | +3 | +1 | +1 | +3 | Versatile Fighting, Ability Boost (+2) |
Sneaky Human Paragon
Humans are awesome and flexible. Sometimes this means they can be extra-awesome humans and also spellcasters. But sometimes they don't feel like casting spells, so instead they develop other skills.
Hit Die: d8.
Requirements
To take a sneaky human paragon substitution level, a character must be a human, have at least one die of sneak attack and be about to take his 1st, 2nd or 3rd level of human paragon.
Class Skills
Sneaky Human Paragon substitution levels have twelve skills as class skills, chosen by the player.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are class features of the sneaky human paragon substitution levels.
At 1st level, you have more skill points and class skills than a standard human paragon.
At 2nd level, instead of casting progression, choose a skill. You may take 10 on that skill even if there are distractions, but not if the skill does not normally allow taking 10 in any circumstances (UMD et al). With 8 hours of rest, you may change the skill that gets this feature to a different skill. This does not let you use skills untrained.
At 3rd level, instead of casting progression you gain a die of sneak attack. You may stack this with previous sneak attack dice, or use it as a sudden strike or skirmish die instead if you have sudden strike or skirmish already.
This substitution feature replaces the standard human paragon's spellcasting advancement class feature.
| Level | BAB | Fort | Ref | Will | Special |
|---|
| 1st | +0 | +0 | +0 | +2 | Adaptive Learning |
| 2nd | +1 | +0 | +0 | +3 | Favorite Skill, Bonus Feat |
| 3rd | +2 | +1 | +1 | +3 | +1d6 sneak attack, Ability Boost (+2) |
Psionic Human Paragon
Humans try many varieties of power. Some use internal reflection and meditation to unlock secret powers of the mind. Humans in particular can bend the rules of which schools of thought can use which powers.
Hit Die: d8.
Requirements
To take a psionic human paragon substitution level, a character must be about to take his 2nd or 3rd level of human paragon.
Class Skills
Psionic human paragon substitution levels have the class skills of the standard human paragon class.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are class features of the psionic human paragon substitution levels.
At 2nd level, you gain one level of manifester progression in any one psionic class you already have manifesting from. In addition, choose any psionic power from any list and add it to your powers known for the class you added the level of manifesting to.
At 3rd level, you gain one level of manifester progression in any one psionic class you already have manifesting from.
This substitution feature replaces the standard human paragon's casting progression and bonus feat class feature.
| Level | BAB | Fort | Ref | Will | Special | Manifesting |
|---|
| 2nd | +1 | +0 | +0 | +3 | Additional Power | +1 Manifester Level |
| 3rd | +2 | +1 | +1 | +3 | Ability Boost (+2) | +1 Manifester Level |
Pact Magic Human Paragon
Some humans channel the spirits of legendary creatures and personages from the past. If there is a path to power, you can bet that some humans are exploring it, and sharing souls with ancient and malevolent or mysterious semi-real powers is no exception.
Hit Die: d8.
Requirements
To take a human paragon binder substitution level, a character must be about to take his 2nd or 3rd level of human paragon and have at least one level of binder.
Class Skills
Human Paragon Binder substitution levels have the class skills of the standard human paragon class.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are class features of the human paragon binder substitution levels.
Class Feature: At 2nd level, you gain an additional level of binding progression for one binding class you already have binding from, but not any other class features. In addition, you gain access to the vestige Theodoroosevelt.
At 3rd level, you gain an additional level of binding progression for one binding class you already have binding from, but not any other class features.
This substitution feature replaces the standard human paragon's spellcasting advancement.
| Level | BAB | Fort | Ref | Will | Special | Binding |
|---|
| 2nd | +1 | +0 | +0 | +3 | Theodoroosevelt, Bonus Feat | +1 Binder Level |
| 3rd | +2 | +1 | +1 | +3 | Ability Boost (+2) | +1 Binder Level |
Vestige: Theodoroosevelt
Spoiler
Vestige Level:3rd
Binding DC: 20
Special Requirement: None.
Legend: In a far distant time and land, there lived a great ruler. He was known for his enthusiasm and his wide range of competencies. On his death bed, when Death himself came for the great ruler, he jumped from his death bed and challenged Death to a wrestling match. For seven days and nights they wrestled, until Death was called away to deal with a pandemic. But the match was not over, so the great leader slipped away through a crack in the planes and ended up as a vestige.
Manifestation: At first, nothing can be noticed except the sound of an approaching horse. Then you see a hat, as though someone is riding a horse up a hill towards you. Soon you see the great leader on his steed, in full military regalia. He speaks loudly and has little patience for nuances of diplomacy and caution. Theodoroosevelt will only appear to people of human blood who have the second level of Pact Magic Human Paragon.
Sign: You have an excellent moustache.
Influence: You are unwilling to back down from conflict.
Granted Abilities: When bound, Theodroosevelt gives you some of his indomitability and human resourcefulness.
Die Hard: You gain the feat Die Hard, even if you do not qualify for it.
Human Resourcefulness: Choose a number of skills that you are not trained in and which cannot be used untrained equal to your Constitution modifier. You may make checks with these skills as though you were trained in them, and gain a bonus equal to half your binder level to these skills.
Arms of Fire:In the great leader's time, men fought with strange metal weapons that shoot fire and little metal balls, called a gun. You gain one of these. It is a one handed exotic ranged weapon that does 1d8 damage with a range increment of 50'. You are proficient in this weapon, and it never needs to be reloaded. You may take iterative attacks with a gun if you have enough BAB, and it may be used with Manyshot and Greater Manyshot as though it were a bow. If anyone who is not bound to Theodorosevelt tries to use one of these "guns" it does not function. In addition, every shot fired from this "gun" does bonus fire damage equal to your effective binder level.
Bear Wrestler: You gain a +4 bonus to grapple checks for each size category your opponent is larger than you. In addition, you may initiate a grapple with a creature of any size.
Inspirational Oratory: You may use Inspire Courage as a bard of half your effective binder level. However, you may not sustain the inspiration, so it lasts only for the round you speak it and five additional rounds, as normal. Once you have used this ability, you may not do so again for five rounds.