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    Default [3.5 Base Class] The Paragon [PEACH]

    Paragon


    "Hearken to me, followers of the light! Fight with honor and with skill, and this day will be ours!
    Drive your righteous blades into the black hearts of those who would oppose us! For Pelor!"

    - Adison, Lightwarden of the Eternal Sun, Half-Celestial Paragon of Pelor

    Class Skills
    The Paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spot (Wis)
    Skills Points at Each Level: 4 + int

    Alignment: Any except true neutral. A Paragon with an Evil alignment component replaces all mentions of divine damage from the class with profane damage.

    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Primary Path Rank | Secondary Paths Rank

    1st| +1 | +2 | +0 | +2 |Ethos, Path of the Paragon, Leadership +1| 2 | 1

    2nd| +2 | +3 | +0 | +3 |Commanding Presence -1, Elite Skill |3 |1

    3rd| +3 | +3 | +1 | +3 |Motivational Speech (Minor)|3 |2

    4th| +4 | +4 | +1 | +4 |Leadership +2|4 |2

    5th| +5 | +4 | +1 | +4 |Mettle| 4|2

    6th| +6/+1 | +5 | +2 | +5 |Commanding Presence -2|5 |3

    7th| +7/+2 | +5 | +2 | +5 |Motivational Speech (Major)|5 |3

    8th| +8/+3 | +6 | +2 | +6 |Elite Skill, Leadership +3 |6 |3

    9th| +9/+4 | +6 | +3 | +6 |Aura of the Paragon|6 |4

    10th| +10/+5 | +7 | +3 | +7 |Commanding Presence -3| 7|4

    11th| +11/+6/+1 | +7 | +3 | +7 |Motivational Speech (Grand)|7 |4

    12th| +12/+7/+2 | +8 | +4 | +8 |Leadership +4 |8 |5

    13th| +13/+8/+3 | +8 | +4 | +8 |On Wings of Light|8 |5

    14th| +14/+9/+4 | +9 | +4 | +9 |Commanding Presence -4, Elite Skill|9 |5

    15th| +15/+10/+5 | +9 | +5 | +9 |Motivational Speech (Exultant)|9 |6

    16th| +16/+11/+6/+1 | +10 | +5 | +10 |Leadership +5|10 |6

    17th| +17/+12/+7/+2 | +10 | +5 | +10 |Spear of Light|10 |6

    18th| +18/+13/+8/+3 | +11 | +6 | +11 |Commanding Presence -5|11 |7

    19th| +19/+14/+9/+4 | +11 | +6 | +11 |Motivational Speech (Transcendent)|11 |7

    20th| +20/+15/+10/+5 | +12 | +6 | +12 |Elite Skill, Glorious Leader, Leadership +6 | 12|7[/table]

    Weapon and Armor Proficiency: Paragons are proficient with all simple weapons and with all spears, including the hoplite's spear. Paragons are proficient with light and medium armor and with all shields (including tower shields).

    Energy: A Paragon has a small pool of constantly-refilling physical and supernatural prowess, known simply as Energy. This pool consists of 30 points, which are depleted as the Paragon uses her skills. While in an encounter, at the start of each of her turns, the Paragon gains 2 Energy. If the Paragon wears heavy armor, her rate of Energy regeneration drops to 1 per round. Whenever she rests for at least 8 hours, the Paragon regains her full allotment of Energy.

    Adrenaline: Some Paragon Skills require adrenaline in place of - or in combination with - Energy to activate. Using such a skill causes the Paragon to lose that number of strikes of adrenaline. A Paragon gains one strike of adrenaline whenever she successfully hits with an attack, or whenever she takes damage. The source of the damage must pose a legitimate threat to the Paragon for her to gain adrenaline from it.

    A Paragon may have up to ten strikes of adrenaline stored at once, at which point additional strikes of adrenaline gained are wasted. Adrenaline is lost at the end of an encounter or after one minute of not gaining additional adrenaline strikes.

    Paragon Skills: A Paragon uses a set of Skills - abilities unique to the Paragon class. Paragon Skills from the Path of Command or Motivation are supernatural abilities unless indicated otherwise, while Skills from the Path of Spear Mastery are extraordinary abilities unless indicated otherwise. At the start of each day, a Paragon chooses a set of eight different abilities, and may use any of them that are currently available by paying the appropriate cost. A Paragon may change which eight Skills are available to her by meditating for five minutes.

    A Paragon begins play with eight Skills of her choice, and learns a new skill at each level thereafter. Unless otherwise noted, saving throws against Paragon Skills have a DC of 10+1/2 Paragon level+Charisma modifier, if positive.

    A Paragon may use Skills with an activation time of a swift or immediate action while activating Skills that have a 1 round or longer activation time without disrupting that action.

    Elite Skills: At second level, and again every six levels thereafter, the Paragon chooses a single Elite Skill to be added to her repertoire. Elite Skills are powerful abilities that may not be selected as ordinary Skills, and generally provide a stronger effect than a normal Skill. Even if a Paragon knows more than one Elite Skill, she may only prepare a single Elite Skill as one of the eight available to her at a given time.

    Elite Skills known are in addition to other Skills known.

    Ethos (Ex): At 1st level, a Paragon chooses one alignment extreme that she possesses. She gains an aura of this type as a Cleric of her Paragon level. This choice also determines the benefit of her Aura of the Paragon and Spear of Light abilities (see below).

    Path of the Paragon: While all Paragons have the potential to access any Paragon Skill, what truly defines an individual is their choice of path. At first level, a Paragon chooses one of the three paths available to her: Command, Motivation, or Spear Mastery. Skills from this path progress their ranks along the primary path, as indicated on the table above. Skills from the other two paths progress their ranks along the secondary path.

    Leadership (Ex): At 1st level, and again at 4th level and every 4 levels thereafter, the Paragon gains 1 Energy whenever an ally other than herself is affected by one of her Shouts or Chants.

    Commanding Presence (Ex): Starting at 2nd level, whenever a Paragon uses a skill from the Path of Command, all creatures with line of sight to her must make a Will save, DC 10 + 1/2 Paragon level + Charisma modifier, or suffer a -1 penalty to skill checks and attack and damage rolls made against the Paragon or her allies for one round. This penalty does not stack with itself, but the Paragon may force multiple saves in a round if she uses more than one skill from the Path of Command.

    At 6th level and again at every 4 levels thereafter, this penalty increases by an additional point.

    Motivational Speech (Su): Starting at 3rd level, whenever a Paragon uses a skill from the Path of Motivation, all affected allies gain one of the following effects for one round. Unless otherwise noted, all effects are morale bonuses equal to the Paragon's charisma modifier.

    Minor Motivations:
    Spoiler
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    Motivate Courage: Allies receive bonus against Fear effects.
    Motivate Ferocity: Allies receive bonus to bull rush checks and to critical confirmation rolls when charging.
    Motivate Fortitude: Allies receive bonus to Fortitude saves.
    Motivate Reflexes: Allies receive bonus to Reflex saves.
    Motivate Senses: Allies receive bonus to Spot and Listen.
    Motivate Tactics: Allies receive bonus to disarm, grapple, sunder, and trip rolls.
    Motivate Willpower: Allies receive bonus to Will saves.


    At 7th level, the Paragon may choose from any of the following effects, or may use the list of Minor Motivations with a +1 bonus.

    Major Motivations:
    Spoiler
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    Motivate Caution: Allies gain Dodge bonus to AC.
    Motivate Fitness: Allies are healed of damage equal to the Paragon's charisma modifier.
    Motivate Greatness: Allies gain bonus to attack and damage rolls.
    Motivate Loyalty: Allies receive bonus against charm and compulsion effects.
    Motivate Skillfulness: Allies receive bonus to one skill of the Paragon's choice.


    At 11th level, the Paragon may choose from any of the following effects, or may use the list of Major Motivations with a +1 bonus, or Minor Motivations with a +2 bonus.

    Grand Motivations:
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    Blazing Weaponry: Allies deal +3d6 fire damage with their next successful attack. Bonuses to Grand Motivations increase the number of damage dice accordingly.
    Motivate Determination: Allies gain bonus to overcome spell resistance.
    Motivate Indomitability: Allies gain DR/- against the next successful attack made against them.
    Motivate Resistance: Allies gain bonus to energy resistances, stacking with all other energy resistance.
    Motivate Wellness: Allies gain bonus to resist being dazed, nauseated, paralyzed, sickened, or stunned, or are granted a new save (without the bonus) against such effects.


    At 15th level, the Paragon may choose from any of the following effects, or may use the list of Grand motivations with a +1 bonus, the list of Major motivations with a +2 bonus, or the list of Minor motivations with a +3 bonus.

    Exultant Motivations:
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    Motivate Accuracy: Allies gain bonus to attack rolls and critical threat range.
    Motivate Charisma: Allies gain bonus to Charisma score.
    Motivate Constitution: Allies gain bonus to Constitution score.
    Motivate Dexterity: Allies gain bonus to Dexterity score.
    Motivate Intelligence: Allies gain bonus to Intelligence score.
    Motivate Perfection: Allies treat all ability modifiers as +2 higher.
    Motivate Precision: Allies ignore miss chances from sources other than total concealment.
    Motivate Strength: Allies gain bonus to Strength score.
    Motivate Wisdom: Allies gain bonus to Wisdom score.


    At 19th level, the Paragon may choose from any of the following effects, or may use the list of Exultant motivations with a +1 bonus, the list of Grand motivations with a +2 bonus, the list of Major motivations with a +3 bonus, or the list of Minor motivations with a +4 bonus.

    Transcendent Motivations:
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    Divine Sight: Allies gain true seeing for one round.
    Divine Weaponry: Physical damage of allies is replaced with divine damage.
    Loyalty Beyond Death: Allies that would fall below 0 hp are instead reduced to 0 hp. This motivation can only trigger once per round per affected ally.
    Vitality of the Gods: Allies gain immunity to [Death] effects and any effect that would slay them outright, such as a blasphemy spell with a caster level 10 higher than their HD.


    Mettle (Ex): A Paragon of 5th level or higher can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Paragon does not gain the benefit of mettle.

    Aura of the Paragon (Su): A Paragon of 9th level or higher has a second aura radiating out to 60 feet; the specific aura is determined by the Paragon's Ethos. The bonus granted by the aura is equal to the Paragon's charisma modifier.

    Chaos Ethos: Allies within the aura gain an Insight bonus to saves against effects that would impair movement (but not effects that would totally incapacitate, such as a flesh to stone spell) and to grapple checks made to resist being pinned.

    Evil Ethos: Allies within the aura gain a Profane bonus to damage rolls.

    Good Ethos: Allies within the aura gain a Sacred bonus to Armor Class.

    Law Ethos: Allies within the aura gain an Insight bonus to attack rolls. This bonus does not stack with any other effect that adds a charisma bonus to attack rolls, such as the Paragon's Motivate Greatness motivation, or the Snowflake Wardance feat.

    On Wings of Light (Su): A Paragon of 13th level or higher may sprout wings of semisolid radiance as a free action, which grant her a flight speed of 60 feet with perfect maneuverability. The wings shed light as a Daylight spell, and dispel darkness effects of 4th level or lower.

    The Paragon may use these wings for a number of minutes per day equal to her charisma modifier, divided as she wishes. Dismissing the wings is a free action.

    Spear of Light (Su): While wielding any form of spear or javelin, a Paragon of 17th level or higher may bestow it with additional effects, as determined by her Ethos.

    Chaos Ethos: The wielded weapon gains the Anarchic and Lawbane properties.

    Evil Ethos: The wielded weapon gains the Unholy and Goodbane properties.

    Good Ethos: The wielded weapon gains the Holy and Evilbane properties.

    Law Ethos: The wielded weapon gains the Axiomatic and Chaosbane properties.

    Glorious Leader (Su): A Paragon of 20th level radiates such power that those who follow her simply refuse to be stopped. While the Paragon is conscious, allies with line of sight to her ignore any effect that would incapacitate or slay them outright, though they must still make saving throws (if any) against these effects. When the Paragon falls unconscious or affected allies lose line of sight to her, any effects ignored via this ability take effect immediately.


    Multiclass Paragons: The Paragon adds one half her level in other classes to her effective Paragon level for determining Path progression, but no other benefit of a Paragon level, such as higher level Motivational Speeches or a greater penalty from Commanding Presence. If the Paragon multiclasses into another class that uses an Energy system and a Skill system similar to her own, the restrictions of both apply, and she may still only have a total of eight Skills readied, regardless of the class they come from.

    Hoplite's Spear
    {table=head]Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type
    15 gp |
    1d6
    |
    1d8
    |
    x3
    |
    -
    |
    9 lb
    | Piercing[/table]

    A hoplite's spear is an exotic weapon. A character proficient with the hoplite's spear may use it one-handed, with a reach of either 5 or 10 feet, chosen at the start of each of her turns as a free action, and lasting until the start of her next turn. A character proficient with longspears may use a hoplite's spear as such, even if she does not possess the appropriate exotic weapon proficiency.
    Last edited by Jarian; 2011-03-14 at 03:53 AM.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Paragon Skills

    Summary of Command Skills
    Skill Name: Cost - Description

    Anthem of Disruption: 10 energy - Affected allies force Fortitude saves against distraction.
    Anthem of Envy: 4 adrenaline - Affected allies deal bonus damage against foes with more health than them.
    Anthem of Guidance (Elite): 4 adrenaline - Affected allies may resolve one attack of their choice as a touch attack.
    Anthem of Weariness: 5 energy - Affected allies force Fortitude saves against fatigue.
    Awe: 10 energy - The Paragon touches her foe, knocks them prone or distracts them.
    Bladeturn Refrain: 5 energy - Grants an ally DR/bludgeoning, refreshes whenever a chant or shout ends.
    "Brace Yourself!": 5 energy - Grants an ally exceptional stability, deals damage in a burst if ally would be knocked prone.
    Burning Shield: 10 energy - Grants the Paragon a chance to ignore an attack entirely, ignites attacker if they fail to hit.
    "Can't Touch This!": 5 energy - A number of touch attacks directed at an ally are resolved as normal attacks.
    Crippling Anthem: 4 adrenaline - Affected allies force Fortitude saves against crippling.
    "Fall Back!": 10 energy - Affected allies gain superior form of the Withdraw action, are healed when they Withdraw.
    "Find Their Weakness!": 10 energy - One ally deals massively increased damage on a critical hit.
    Focused Anger (Elite): 10 energy - The Paragon gains twice as much adrenaline for a short time.
    "Go for the Eyes!": 4 adrenaline - Affected allies gain a massively increased critical threat range.
    "Incoming!" (Elite): 5 energy - Affected allies take half damage from all sources for a brief period.
    "Make Haste!": 5 energy - Chosen ally gains a sacred bonus to movement speeds.
    "Never Give Up!": 5 energy - Allies below half health are healed at the start of each of their turns.
    Soldier's Fury (Elite): 5 energy - The Paragon gains an additional attack per round, which can be taken as part of a standard attack.
    Song of Concentration: 4 adrenaline - Affected allies automatically succeed on concentration checks.


    Path of Command
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    Anthem of Disruption [Chant]
    Activation Time: 1 standard action
    Cost: 10 Energy
    Duration: 1 round/2 ranks or until discharged
    Recharge Time: 3 rounds

    The Paragon chants the Anthem of Disruption, which causes the next successful physical attack made by affected allies to force a Fortitude save or cause their target to be distracted for one round.

    Anthem of Envy [Chant]
    Activation Time: 1 standard action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon chants the Anthem of Envy, which causes the next successful physical attack made by affected allies to deal +1d4 damage per rank in the Path of Command. This bonus damage only applies to foes above half health or with more total health than the attacking ally.

    Anthem of Guidance (Elite) [Chant]
    Activation Time: 1 standard action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon chants the Anthem of Guidance, which causes one physical attack of each affected allies' choice to be resolved as a touch attack.

    Anthem of Weariness [Chant]
    Activation Time: 1 standard action
    Cost: 5 energy
    Duration: 2 rounds or until discharged
    Recharge Time: 3 rounds

    The Paragon chants the Anthem of Weariness, which causes the next successful physical attack made by affected allies to force a Fortitude save or fatigue their target. Unlike normal fatigue, this condition only lasts for a number of rounds equal to the Paragon's rank in the Path of Command, unless turned into exhaustion.

    Awe
    Activation Time: 1 attack action
    Cost: 10 energy
    Target: One creature in melee range
    Recharge Time: 3 rounds

    The Paragon reaches out with her weapon, making a melee touch attack but dealing no damage. If the touch attack hits, her target must succeed on a Will save or kowtow before her, falling prone. If Awe is used on a creature already prone, it must instead succeed on a Will save or be distracted for one round per rank in the Path of Command.

    Bladeturn Refrain [Echo]
    Activation Time: 1 standard action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 3 rounds
    Recharge Time: 3 rounds

    The Paragon sings the Bladeturn Refrain, which grants the target ally DR/bludgeoning equal to the Paragon's rank in the Path of Command. Whenever a chant or shout ends on the affected ally, Bladeturn Refrain's duration is refreshed.

    "Brace Yourself!" [Shout]
    Activation Time: 1 swift action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 1 round/rank
    Recharge Time: 3 rounds

    The Paragon shouts a word of divine command, which steadies the affected ally. The next time the ally would be knocked prone against their will (such as from a trip attempt or a gust of wind spell) they are not knocked prone, and the divine energy is released in a burst, dealing 1d4 divine damage per rank in the Path of Command to all enemies adjacent to the affected ally.

    Burning Shield
    Activation Time: 1 swift action
    Cost: 10 energy
    Duration: 1 round
    Recharge Time: 3 rounds

    While wielding a shield, the Paragon may wreathe her shield in holy fire and bring it to bear in a defensive stance. While Burning Shield is active, the Paragon has a 5% chance per rank in the Path of Command to deflect the next physical attack made against her, causing it to miss outright. If the attack misses, whether from the effect of Burning Shield or due to not beating her AC, the attacker is ignited for one round.

    "Can't Touch This!" [Shout]
    Activation Time: 1 swift action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 5 rounds or until consumed
    Recharge Time: 5 rounds

    The Paragon shouts a word of divine command, allowing the affected ally to better avoid precise attacks. The next one attack or spell per two ranks in the Path of Command that would be resolved as touch attacks against the affected ally are instead resolved as normal attacks.

    Crippling Anthem [Chant]
    Activation Time: 1 standard action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon chants the Crippling Anthem, which causes the next successful attack made by affected allies to force a Fortitude save or cripple their target for a number of rounds equal to the Paragon's rank in the Path of Command.

    "Fall Back!" [Shout]
    Activation Time: 1 swift action
    Cost: 10 energy
    Duration: 1 round/rank or until discharged
    Recharge Time: 5 rounds

    The Paragon shouts a word of divine command, allowing allies to better escape dangerous situations. Once during the duration of this Skill, each affected ally can perform a modified Withdraw action as a standard action. This functions as the normal Withdraw action, except that the affected ally does not provoke attacks of opportunity for any squares they travel through, and they are healed for 1d4 damage per rank in the Path of Command at the end of their movement.

    "Find Their Weakness!" [Shout]
    Activation Time: 1 swift action
    Cost: 10 energy
    Target: One ally within line of sight
    Duration: 1 round/rank or until discharged
    Recharge Time: 3 rounds

    The Paragon shouts a word of divine command, guiding the affected ally to critical points of their target's anatomy. The next time the affected ally confirms a critical hit, they deal additional precision damage equal to 20% of their target's full normal hitpoints (maximum of 10 * rank in the Path of Command precision damage).

    Focused Anger (Elite)
    Activation Time: 1 swift action
    Cost: 10 energy
    Duration: 3 rounds
    Recharge Time: 3 rounds

    While Focused Anger is active, the Paragon gains twice the normal amount of adrenaline from all sources.

    "Go for the Eyes!" [Shout]
    Activation Time: 1 swift action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon shouts a word of divine command, instilling her allies with knowledge of the weakest points of their foe's anatomy. All affected allies gain an increase to their critical threat range equal to the Paragon's rank in the Path of Command on their next successful attack.

    "Incoming!" (Elite) [Shout]
    Activation Time: 1 immediate action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 1 round
    Recharge Time: 4 rounds

    The Paragon shouts a word of divine command, surrounding her allies with swirls of divine energy that protect them from critical harm. Until the beginning of the Paragon's next turn, all allies take 50% less hitpoint damage from all sources. This reduced damage is calculated after all other forms of damage reduction. The maximum damage that can be reduced in this fashion per attack is equal to 5 * rank in the Path of Command.

    "Make Haste!" [Shout]
    Activation Time: 1 swift action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 1 round/rank
    Recharge Time: 3 rounds

    The Paragon shouts a word of divine command, greatly increasing the speed at which the affected ally moves. For the duration of this Skill, the target ally gains a +30 foot sacred bonus to all forms of movement speed.

    "Never Give Up!" [Shout]
    Activation Time: 1 swift action
    Cost: 5 energy
    Duration: 3 rounds
    Recharge Time: 3 rounds

    The Paragon shouts a word of divine command, surrounding affected allies with motes of divine energy, which slowly mend their wounds. At the start of each of their turns, affected allies below half health are healed of damage equal to the Paragon's rank in the Path of Command.

    Soldier's Fury (Elite) [Echo]
    Activation Time: 1 move action
    Cost: 5 energy
    Duration: 1 round/rank
    Recharge Time: 3 rounds

    While Soldier's Fury is active, the Paragon gains an additional attack per round at her highest attack bonus as long as she is under the effect of a shout or chant, which may be taken as part of either a standard or full attack action. This extra attack does not stack with the extra attack granted by haste or similar effects.

    Song of Concentration [Chant]
    Activation Time: 1 standard action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: 2 rounds

    The Paragon chants the Song of Concentration, which allows each affected ally to automatically succeed on a single concentration check of their choice that is not made to cast a spell defensively or power a Diamond Mind maneuever.
    Last edited by Jarian; 2011-03-09 at 07:09 PM.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  3. - Top - End - #3
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Summary of Motivation Skills
    Skill Name: Cost - Description

    Angelic Bond (Elite): 10 energy - Grants one ally a second chance at life, ignoring one instance of lethal damage and healing the ally instead.
    Anthem of Flame: 5 energy - Wreathes the weapons of all affected allies in holy fire, forcing Will saves against being ignited.
    Anthem of Fury (Elite): 5 energy - The Paragon's next successful attack generates additional strikes of adrenaline.
    Aria of Restoration: 10 energy - Affected allies are healed the next time they cast a spell or hit with an attack.
    Ballad of Restoration: 10 energy - Affected allies are healed the next time they take damage.
    Burning Envy: 10 energy - One ally forces Will saves against being ignited. Duration refreshes whenever a shout or chant ends on the affected ally.
    Chorus of Restoration: 4 adrenaline - The Paragon gains additional health the next time she uses a chant or shout.
    Chorus of Zeal: 4 adrenaline - The Paragon gains energy the next time she uses a chant or shout.
    Defensive Anthem (Elite): 10 energy - Affected allies have 50% chance to dodge attacks made against them until they cast a spell or hit with an attack.
    Energizing Chorus: 4 adrenaline - Affected allies deal bonus electric damage with their next attack.
    Energizing Finale: 10 energy - Affected ally releases waves of electric damage whenever a chant or shout ends on them.
    Finale of Restoration: 5 energy - Affected ally is healed whenever a chant or shout ends of them.
    "Godspeed!" (Elite): 10 energy - All affected allies gain an additional attack per round at their highest attack bonus.
    Inspirational Speech: 5 energy - The Paragon gains strikes of adrenaline based on her rank in the path.
    "It's Just a Flesh Wound!" (Elite): 5 energy - The Paragon transfers conditions from an ally to herself.
    Leader's Zeal: 2 adrenaline - The Paragon gains energy based on the number of allies around her.
    Mending Refrain: 10 energy - One ally gains fast healing for a short time. Duration refreshes whenever a chant or shout ends on that ally.
    Purifying Finale: 5 energy - One ally loses a negative condition whenever a chant or shout ends on them.
    Signet of Synergy: None - The Paragon heals an ally, then herself, if they aren't under the effect of a shout or chant.
    Song of Purification (Elite): 5 adrenaline - Affected allies lose conditions whenever they cast a spell or hit with an attack.
    "The Power is Yours!" (Elite): 4 adrenaline - One ally gains back expended spells or power points.

    Path of Motivation
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    Angelic Bond (Elite)
    Activation Time: 1 standard action
    Cost: 10 energy
    Target: One ally
    Range: Medium (100 ft + 10ft/rank)
    Duration: 1 round
    Recharge Time: Encounter

    The Paragon wreathes the target ally with a shield of divine energy, which negates the next source of damage that would drop the affected ally to -1 hp or lower. If Angelic Bond negates damage, it heals the affected ally for 1d4 damage per rank in the Path of Motivation. For the purpose of this ability, the Paragon is not considered an ally of herself.

    Anthem of Flame [Chant]
    Activation Time: 1 standard action
    Cost: 5 energy
    Duration: 1 round
    Recharge Time: 3 rounds

    The Paragon chants the Anthem of Flame, which causes the next attack made by all affected allies to force a Will save or ignite their target for a number of rounds equal to one-third the Paragon's ranks in the Path of Motivation (minimum of 1 round).

    Anthem of Fury (Elite) [Chant]
    Activation Time: 1 move action
    Cost: 5 energy
    Target: Personal
    Duration: 2 rounds or until discharged
    Recharge Time: 3 rounds

    The Paragon chants the Anthem of Fury, which causes her next successful attack to generate additional strikes of adrenaline equal to half her rank in the Path of Motivation (minimum of 1 additional strike).

    Aria of Restoration [Chant]
    Activation Time: 1 standard action
    Cost: 10 energy
    Duration: 2 rounds or until discharged
    Recharge Time: 5 rounds

    The Paragon chants the Aria of Restoration, which heals each affected ally for 1d4 damage per rank in the Path of Motivation the next time they successfully cast a spell or strike a foe with an attack.

    Ballad of Restoration [Chant]
    Activation Time: 1 standard action
    Cost: 10 energy
    Duration: 2 rounds or until discharged
    Recharge Time: 5 rounds


    The Paragon chants the Ballad of Restoration, which heals each affected ally for 1d4 damage per rank in the Path of Motivation the next time they take damage.

    Burning Envy [Echo]
    Activation Time: 1 standard action
    Cost: 10 energy
    Target: One ally within line of sight
    Duration: 2 rounds
    Recharge Time: 2 rounds

    The Paragon imbues the weapons of a target ally with divine fire. Whenever the affected ally strikes a creature with more hitpoints than themself, the enemy must succeed on a Will save or be ignited for one round.

    Burning Envy's duration refreshes whenever a shout or chant ends on that ally.

    Chorus of Restoration [Chant]
    Activation Time: 1 move action
    Cost: 4 adrenaline
    Target: Personal
    Duration: 2 rounds or until discharged
    Recharge Time: 2 rounds

    The Paragon chants the Chorus of Restoration, which heals her for 1d3 damage per rank in the Path of Motivation the next time she uses a shout or chant Skill.

    Chorus of Zeal
    Activation Time: 1 move action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon chants the Chorus of Zeal, which grants her energy equal to her rank in the Path of Motivation when she next uses a shout or chant.

    Defensive Anthem (Elite) [Chant]
    Activation Time: 1 standard action
    Cost: 10 energy
    Duration: 1 round/2 ranks or until discharged
    Recharge Time: 5 rounds

    The Paragon chants the Defensive Anthem, which causes all physical attacks made against affected allies to have a 50% chance to miss. Defensive Anthem ends on a given ally if that ally successfully casts a spell, uses an offensive supernatural ability, or hits with an attack.

    Energizing Chorus [Chant]
    Activation Time: 1 standard action
    Cost: 4 adrenaline
    Duration: 2 rounds or until discharged
    Recharge Time: None

    The Paragon chants the Energizing Chorus, which causes the next successful attack made by each affected ally to deal additional electric damage equal to her rank in the Path of Motivation.

    Energizing Finale [Echo]
    Activation Time: 1 standard action
    Cost: 10 energy
    Target: One ally within line of sight
    Duration: 1 round/rank
    Recharge Time: 2 rounds

    The Paragon sings the Energizing Finale, which surrounds the target ally with slowly orbiting motes of electricity. Whenever a chant or shout ends on the affected ally, one of the motes flares to life, dealing electric damage equal to the Paragon's rank in the Path of Motivation to all enemies within 10 feet.

    Finale of Restoration [Echo]
    Activation Time: 1 standard action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 1 round/rank
    Recharge Time: 3 rounds

    The Paragon sings the Finale of Restoration, which imbues the target ally with latent divine energy. Whenever a shout or chant ends on that ally, they are healed for an amount of damage equal to the Paragon's rank in the Path of Motivation.

    "Godspeed!" (Elite) [Shout]
    Activation Time: 1 swift action
    Cost: 10 energy
    Duration: 1 round/rank
    Recharge Time: 5 rounds

    The Paragon shouts a word of divine command, spurring her allies on to greater speed. Affected allies gain an additional attack per round at their highest attack bonus. This bonus attack does not stack with the extra attack granted by haste or similar effects.

    Inspirational Speech
    Activation Time: 1 swift action
    Cost: 5 energy
    Duration: Instantaneous
    Recharge Time: 5 rounds

    The Paragon gains one strike of adrenaline for every three ranks in the Path of Motivation, minimum of 1 strike of adrenaline.

    "It's Just a Flesh Wound!" (Elite) [Shout]
    Activation Time: 1 swift action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: Instantaneous
    Recharge Time: 1 round

    The Paragon shouts a word of divine power, instantly transfering all non-permanent negative conditions from an ally to herself. The maximum number of conditions that may be transfered in this fashion is equal to half the Paragon's rank in the Path of Motivation (minimum of 1 condition).

    The only conditions that can be removed by this effect are: blind, burning, confused, dazed, dazzled, deafened, exhausted, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, and sickened.

    Leader's Zeal
    Activation Time: 1 swift action
    Cost: 2 adrenaline
    Duration: Instantaneous
    Recharge Time: 4 rounds

    The Paragon gains 2 energy for each ally within line of sight (maximum of 1 energy per rank in the Path of Motivation).

    Mending Refrain [Echo]
    Activation Time: 1 standard action
    Cost: 10 energy
    Target: One ally within line of sight
    Duration: 3 rounds
    Recharge Time: 3 rounds

    The Paragon sings the Mending Refrain, which grants fast healing equal to her rank in the Path of Motivation while the target ally is below half health. Whenever a chant or shout ends on the affected ally, Mending Refrain's duration is refreshed.

    Purifying Finale [Echo]
    Activation Time: 1 standard action
    Cost: 5 energy
    Target: One ally within line of sight
    Duration: 1 round/rank
    Recharge Time: 5 rounds

    The Paragon sings the Purifying Finale, which fills the target ally's body with divine energy, washing away negative effects. Whenever a shout or chant ends on the affected ally, it loses one random condition currently affecting it. The only conditions that can be removed by this effect are: blind, burning, confused, dazed, dazzled, deafened, exhausted, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, and sickened.

    Signet of Synergy
    Activation Time: 1 standard action
    Cost: None
    Range: Close (25 ft + 5ft/2 ranks)
    Target: One ally within line of sight
    Recharge Time: 3 rounds

    The Paragon calls upon the power of the Signet of Synergy, healing the target ally for 1d4 damage per rank in the Path of Motivation if they are not under the effect of a chant or shout, and also healing the Paragon for the same amount if she is not under the effect of a chant or shout. For the purpose of this Skill, the Paragon is not considered an ally of herself.

    Song of Purification (Elite) [Chant]
    Activation Time: 1 standard action
    Cost: 5 adrenaline
    Duration: 5 rounds or until discharged
    Recharge Time: 5 rounds

    The Paragon chants the Song of Purification, which causes all affected allies to lose one random negative condition whenever they next successfully cast a spell or hit with an attack. For every 3 ranks in the Path of Motivation, affected allies can make another attack or cast another spell before the chant ends.

    The only conditions that can be removed by this effect are: blind, burning, confused, dazed, dazzled, deafened, exhausted, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, and sickened.

    "The Power Is Yours!" (Elite) [Shout]
    Activation Time: 1 swift action
    Cost: 4 adrenaline
    Target: One ally within line of sight
    Duration: Instantaneous
    Recharge Time: None

    The Paragon shouts a word of divine power, restoring some measure of magical energy to her target. The affected ally instantly regains expended spell slots or prepared spells of their choice whose total combined level do not exceed the Paragon's rank in the Path of Motivation. The target cannot regain spells of their highest level available. 0th level spells count as 1/2 spell level for the purpose of this effect. If the affected ally is a manifester, they gain power points equal to twice the Paragon's rank minus 1, which cannot be used to manifest a power of their highest level.

    No ally may benefit from this Skill more than once per encounter.
    Last edited by Jarian; 2011-03-14 at 02:25 PM.
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Summary of Spear Mastery Skills
    Skill Name: Cost - Description

    Barbed Spear: 2 adrenaline - Slicing spear deals normal damage, lacerates foe.
    Blazing Spear: 6 adrenaline - Fiery spear deals bonus damage, ignites foe.
    Chest Cracker: 5 energy - Thrust to the chest cracks armor, or deals massive bonus damage.
    Cruel Spear (Elite): 7 adrenaline - Brutal assault deals bonus damage, or massively increased bonus damage if target has cracked armor.
    Harrier's Spear: 10 energy - Quick spear thrust deals light bonus damage, or greatly increased bonus damage to a moving foe.
    Holy Spear: 4 adrenaline - Deals light bonus damage as divine damage, or greatly increased divine damage if foe's alignment is opposed to Paragon's Ethos.
    Maiming Spear: 5 energy - Spear thrust deals normal damage, forces a save against crippling. No save if target is lacerated.
    Merciless Spear: 6 adrenaline - Attack deals normal damage, or massive bonus damage if foe is below half health.
    Slayer's Spear: 10 energy - Spear deals moderate bonus damage, or greatly increased bonus damage if it still has more hitpoints than the Paragon.
    Spear of Lightning: 5 energy - Energized spear deals bonus electric damage, replaces base damage with electric damage, and gains a bonus to hit against foes wearing metal armor.
    Spear of Redemption: 3 adrenaline - Attack deals bonus divine damage, or removes a condition if it fails to hit.
    Spear Swipe: 10 energy - Attack deals light bonus damage and distracts foe for a short duration.
    Stunning Spear (Elite): 10 adrenaline - Spear thrust deals bonus damage, forces saves against stunning and distraction.
    Swift Spear: 5 energy - Spear deals normal damage; attack resolves as a touch attack.
    Vicious Attack: 5 energy - Attack deals bonus damage, or greatly increased damage on a critical hit.
    Wearying Spear: 3 adrenaline - Attack deals greater bonus damage, but fatigues the Paragon.

    Path of Spear Mastery
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    Unless otherwise noted, Skills from the Path of Spear Mastery may only be performed with a spear or javelin.

    Barbed Spear
    Activation Time: 1 attack action
    Cost: 2 adrenaline
    Recharge Time: None

    If it hits, Barbed Spear deals normal damage and lacerates the struck foe for one round per rank in the Path of Spear Mastery.

    Blazing Spear
    Activation Time: 1 attack action
    Cost: 6 adrenaline
    Recharge Time: None

    If it hits, Blazing Spear deals bonus damage equal to the Paragon's rank in the Path of Spear Mastery, and ignites her target for a number of rounds equal to one-third her rank in the Path of Spear Mastery (minimum of 1 round).

    Blazing Spear is a supernatural ability.

    Chest Cracker
    Activation Time: 1 attack action
    Cost: 5 energy
    Recharge Time: 2 rounds

    If it hits, Chest Cracker inflicts the cracked armor condition. If Chest Cracker hits a foe already suffering from cracked armor, it deals bonus damage equal to 20% of the target's current hitpoints.

    Cruel Spear (Elite)
    Activation Time: 1 attack action
    Cost: 7 adrenaline
    Recharge Time: None

    If it hits, Cruel Spear deals +1d4 damage per rank in the Path of Spear Mastery. If Cruel Spear hits a foe suffering from cracked armor, it deals additional damage equal to 20% of the target's maximum hitpoints.

    Harrier's Spear
    Activation Time: 1 attack action
    Cost: 10 energy
    Recharge Time: 2 rounds

    If it hits, Harrier's Spear deals +1d3 damage per rank in the Path of Spear Mastery. If it strikes a moving foe (via a readied action or an attack of opportunity, for instance), the bonus damage is doubled.


    Holy Spear
    Activation Time: 1 attack action
    Cost: 4 adrenaline
    Recharge Time: None

    If it hits, Holy Spear deals bonus divine damage equal to the Paragon's rank in the Path of Spear Mastery. If the target possesses an alignment component opposed to the Paragon's Ethos, this bonus damage increases to 1d6 per rank.

    Holy Spear is a supernatural ability.

    Maiming Spear
    Activation Time: 1 attack action
    Cost: 5 energy
    Recharge Time: 1 round

    If it hits, Maiming Spear deals normal damage and forces the struck foe to make a fortitude save or be crippled for a number of rounds equal to the Paragon's rank in the Path of Spear Mastery. If Maiming Spear hits a lacerated foe, there is no save to resist the crippling.

    Merciless Spear
    Activation Time: 1 attack action
    Cost: 6 adrenaline
    Recharge Time: None

    If it hits, Merciless Spear deals normal damage. If it strikes a foe below 1/2 full normal hitpoints, Merciless Spear deals bonus physical damage equal to 20% of the creature's full hitpoints.

    Slayer's Spear
    Activation Time: 1 attack action
    Cost: 10 energy
    Recharge Time: 2 rounds

    If it hits, Slayer's Spear deals +1d4 damage per rank in the Path of Spear Mastery. If the target still has more hitpoints than the Paragon after this damage is calculated, Slayer's Spear deals additional physical damage equal to 20% of the target's current hitpoints.

    Spear of Lightning
    Activation Time: 1 attack action
    Cost: 5 energy
    Recharge Time: 1 round

    If it hits, Spear of Lightning deals additional electric damage equal to the Paragon's rank in the Path of Spear Mastery, and the base damage of the attack is replaced with electric damage. The Paragon gains a +4 bonus on the attack roll if Spear of Lightning is used against a creature wearing metal armor.

    Spear of Lightning is a supernatural ability.

    Spear of Redemption
    Activation Time: 1 attack action
    Cost: 3 adrenaline
    Recharge Time: 1 round

    If Spear of Redemption hits, it deals additional divine damage equal to the Paragon's rank in the Path of Spear Mastery. If it fails to hit, the Paragon loses one of the following non-permanent conditions, determined randomly: blind, confused, dazzled, deafened, exhausted, fatigued, lacerated, nauseated, or sickened.

    Spear Swipe
    Activation Time: 1 attack action
    Cost: 10 energy
    Recharge Time: 5 rounds

    If it hits, Spear Swipe deals bonus damage equal to the Paragon's rank in the Path of Spear Mastery, and inflicts the distracted condition for one round for every two ranks in the Path of Spear Mastery.

    Stunning Strike (Elite)
    Activation Time: 1 attack action
    Cost: 10 adrenaline
    Recharge Time: 1 round

    If Stunning Strike hits, it deals +1d4 damage per rank in the Path of Spear Mastery, and forces the target to make a Fortitude save or be stunned for one round, and another Fortitude save or be distracted for one round per rank in the Path of Spear Mastery.

    Swift Spear
    Prerequisite: 3 ranks in the Path of Spear Mastery
    Activation Time: 1 attack action
    Cost: 5 energy
    Recharge Time: 3 rounds

    Swift Spear deals normal damage, and is resolved as a touch attack.

    Vicious Attack
    Activation Time: 1 attack action
    Cost: 5 energy
    Recharge Time: 3 rounds

    If it hits, Vicious Attack deals +1d4 damage per rank in the Path of Spear Mastery. If Vicious Attack results in a critical hit, it deals additional bonus physical damage equal to 20% of the foe's current hitpoints.

    Wearying Spear
    Activation Time: 1 attack action
    Cost: 3 adrenaline
    Recharge Time: None

    If it hits, Wearying Spear deals +1d6 damage per rank in the Path of Spear Mastery. After the attack is resolved, the Paragon is fatigued until the end of her next turn.
    Last edited by Jarian; 2011-03-10 at 12:48 PM.
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Unlinked Skills

    The following skills may be taken by any Paragon, but are not associated with any particular Path.
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    Cautery Signet (Elite)
    Activation Time: 1 standard action
    Targets: Allies of choice within 40ft of the Paragon
    Cost: None
    Recharge Time: 4 rounds

    The Paragon draws upon the power of the Cautery Signet, removing all negative conditions from allies of her choice within the area of effect. For each condition removed, the Paragon is ignited for one round. These flames burn with supernatural heat, resisting normal means of extinguishing them. If the Paragon is immune to fire damage, Cautery Signet has no effect. Cautery Signet cannot remove conditions with a duration of permanent or instantaneous.

    The only conditions that can be removed by this effect are: blind, burning, confused, dazed, dazzled, deafened, exhausted, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, and sickened.

    Signet of Aggression
    Activation Time: 1 standard action
    Cost: None
    Recharge Time: 2 rounds

    The Paragon draws upon the power of the Signet of Aggression, instantly gaining two strikes of adrenaline if she is under the effect of a shout or chant.
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    A note on "attack action" abilities:
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    In general, many of a Paragon's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Paragon has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-weapon Fighting line of feats, for example.


    New condition: Cracked Armor:
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    Whether it be a slash across a critical strap holding armor together, or the precise removal of a scale from a monster's hide, cracked armor lowers the value of armor or natural armor for its duration. Unless otherwise noted, cracked armor reduces either the creature's armor bonus or natural armor bonus (chosen by the attacker at the time of the attack; cracked armor may never lower either of these values below 0) by an amount equal to half of the attacking creature's strength or dexterity modifier, whichever is used to determine the attack roll.


    New condition: Crippled:
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    A Crippled creature has all of its forms of movement speed reduced by half. A flying creature may be reduced below its minimum forward speed per round due to this effect, in which case it may stall (see flying rules for details). Additionally, a creature with Evasion loses its benefit and a creature with Improved Evasion treats it only as regular Evasion while crippled.


    New condition: Distracted:
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    Some skills apply the Distracted condition. A creature who is Distracted increases the casting time for its spells, strike maneuvers, and spell-like abilities by two steps (immediate to swift, swift to move, move to standard, standard to full-round, full-round to 1-round, and so on) and takes a -10 penalty to concentration checks.


    New condition: Ignited:
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    Some Paragon skills apply the ignited condition. A creature who is ignited takes fire damage equal to 10% of its maximum hit points at the end of each of its turns. A creature may attempt to extinguish the flames by spending a full-round action to make a Reflex save, DC (10+1/2 HD+Paragon's Cha modifier). The creature may drop prone as part of this action to gain a +4 bonus to the save.


    New condition: Lacerated:
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    A lacerated enemy suffers damage equal to 5% of its maximum hit points at the end of each of its turns. A creature may attempt to end this condition with a DC 20 heal check as a standard action, or by applying a heal spell or similar magic. Creatures without discernible anatomies (such as undead, constructs, and oozes) are immune to lacerate.


    Chants and Shouts:
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    Many Paragon skills have the [Chant] or [Shout] descriptor. Unless otherwise noted in the skill description, these skills affect all allied creatures that can hear them clearly. The base listen DC to hear a chant is 0, while the base DC to hear a shout is -10, modified as appropriate by distance and obstructions.


    Echos:
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    Several Paragon skills have the [Echo] descriptor. These skills interact with skills that have the [Chant] or [Shout] descriptor. The exact detail of this interaction is given in the individual skill's description.
    Last edited by Jarian; 2011-03-14 at 01:06 PM.
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Nothing? Not even a "Neat" or "X Combo is overpowered, fix it"?
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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    Where's the fluff? Before I invest time in reading several screens of text, i want to know what concept the class is designed to cover.

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    Default Re: [3.5 Base Class] The Paragon [PEACH]

    With all due respect, the concept of the class becomes painfully clear when you read it. I try to avoid bogging down base classes with fluff, as the more open-ended they are, the wider the range of character concepts they can fit into. See fighter vs paladin for an example.

    However, in a nutshell, the class is intended to fill a party support role, with wide-ranging buffs and light healing capabilities, while still being useful at combat if the character decides to go that route. Shouts provide quick effects that still allow the Paragon to wade into the fray, while chants detract from her ability to attack while providing additional party-wide bonuses.
    Last edited by Jarian; 2011-03-14 at 01:11 PM.
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