So I'm redoing my Con based warrior class, the paragon.
The paragon perfects his body via training, diet, and special exercises. Their organs strengthen to supernatural levels. Their toughness is incredible.
Paragon adventure to experience events that hasten their training. They are often special agents of powerful beings serving as anything from assassins to most often bodyguards.
Paragons are often obsessed with their training. It sometimes matches a paladin's zeal. They are often seen performing dangerous and foolish action just to test their toughness. It's common to see a paragon mock a dragon breath attack or insult the mothers of all of a bar's patrons.
Dwarves, halflings, and gnomes are most common races in paragon ranks. Dwarves revere a paragon's toughness. Halflings and gnomes see paragon's stunts as ways to reach their dangerous goals. Some human and half-orcs are curious enough of their potential to be paragon. Most other races lack the stomach and willpower to deal with paragon training.
Paragon usually take the role of bodyguard and defender. Their natural toughness makes them perfect for being a target. Some specialized and advanced paragons are great assassins of spellcasters. Their immunities and stunts can cause the first few spells to be wasted and get a surprise kill.
|1st||+1||+2||+0||+2||1st Paragon Stunt 2d6|
|3rd||+3||+3||+1||+3|| Diehard, Run|
|4th||+4||+4||+1||+4||1st Immunity, 2nd Paragon Stunt 4d6|
|7th||+7/+2||+5||+2||+5||3rd Paragon Stunt 6d6|
|9th||+9/+4||+6||+3||+6|| Perfect Recovery|
|10th||+10/+5||+7||+3||+7||4th Immunity, 4th Paragon Stunt 8d6|
|13th||+13/+8/+3||+8||+4||+8||5th Paragon Stunt 10d6|
|16th||+16/+11/+6/+1||+10||+5||+10||7th Immunity, 6th Paragon Stunt 12d6|
|19th||+19/+14/+9/+4||+11||+6||+11||7th Paragon Stunt 14d6|
|20th||+20/+15/+10/+5||+12||+6||+12||9th Immunity, Rebirth|
Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at 1st Level:
(4 + Int modifier) ◊ 4
Skill Points at Each Additional Level:
4 + Int modifier
All of the following are Class Features of the paragon class.
Weapon and Armor Proficiency
Paragons are proficient with all simple and martial weapons, with all types of armor, and with shields
Paragon Stunt (Ex)
With proper training and diet, a paragon can enhance the strengths of different organs of her body and perform incredible feats. At the 1st level and every 3 levels thereafter, a paragon learns a new stunt. A paragon can perform a stunt as a standard action. She can perform a number of stunts per encounter equal to her Constitution modifier.
At the 1st level, a paragonís stunts deal 2d6 damage if they deal damage. This damage increases by 2d6 every 3 levels. If a paragon stuntís DC is equal to 10 + 1/2 your class level + your Con modifier if has one. Stunts with durations last a number of rounds equal to her class unless stated otherwise.
A paragon gains Endurance as a bonus feat at 2nd level.
A paragon gains Diehard as a bonus feat at 3rd level.
A paragon gains Run as a bonus feat at 3rd level.
At the 4th level, The paragonís strengthened body becomes immune to certain conditions and magical effects, She choose one effect at 4th level and every 2 level thereafter. A paragon can choose to be immune to poisons, sleep effects, exhaustion, or nausea. At the 10th level, she can also choose to be immune to paralysis, petrification, stunning, death effects, necromancy effects and nonmagical diseases. At the 10th level, she can also choose to be immune to acid, cold, electricity, or fire damage. These immunities last as long as she has more than 50% of her maximum HP. The paragon can choose to selectively allow these powers, spells, or effects to affect her.
At the 5th level, the paragon can protect an adjacent ally who is targeted by a direct melee or ranged attack (but not an area effect). The paragon can subject him or herself to the attack in the ally's stead. If the attack hits the paragon, she takes damage normally. If it misses, it also misses the ally. Declaring the intention to protect an ally is a free action, but the paragon can only declare protection once per round on her turn. Once declared, the ally is protected from the next attack targeting them as long as he or she remain adjacent to the paragon.
Perfect Recovery (Ex)
At the 9th level, whenever the paragon is healed damage, she is healed the maximum amount.
At the 15th level , the paragon can hold still and freeze, effectively petrifying herself. As move action, she can freeze in place. She is treated as a construct rather than whatever the paragonís creature type was) for the purpose of spells and magical effects. Additionally, she gain hardness equal to 20 plus her Constitution score. To move again, the paragon must take a full round reanimating her body. When hardened the paragon no longer ages and does not need to eat, sleep, nor breathe.
At 20th level, a paragon gains the ability to return from the dead. As an immediate action once per day, if she is dead, she is restored to life (as true resurrection). The paragon must choose to be be resurrected the moment she dies to use this ability.
She can set a place where she wants to be resurrected. (She must be standing in that place and leave a piece of herself there when she make the choice.) When she are resurrected, she can choose to be resurrected in the place she choose or in the place she died. If the part of herself that is left behind is destroyed, she cannot be reborn in that place.
Super Breath- The paragon can attack with a scouring blast of wind from her mouth, dealing bludgeoning damage in a 30-foot line. This breath attack counts as a strong wind. A successful Reflex save halves this damage.
Acid Spit- The paragon can eject a blast of stomach acid from her mouth as a breath attack, dealing acid damage in a 20-foot line. A successful Reflex save halves this damage.
Heated Grasp- The paragon raises the temperature of her hand and grabs an enemy to deal fire damage with a successful touch attack.
Chilled Grasp- The paragon lowers the temperature of her hand and grabs an enemy to deal cold damage with a successful touch attack.
Tremor- The paragonís stomp can create a shockwave that travels along the ground in a 20 ft cone. The shock wave affects only creatures standing on the ground within the powerís area. Creatures that fail their Reflex saves are thrown to the ground, become prone, and take 1d6 points of nonlethal damage.
Hair Whip- The paragonís hair rapidity grows and is whipped at an enemy within 30 feet. Creatures that fail their Reflex saves are entangled, cannot move more 30 feet for the paragon, and take 1d6 points of nonlethal damage. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The hair has 10 hit points and can be burst with a DC 25 Strength check (also a full-round action).
Hard Clap- The paragon's clap can create a sonic wave that travels along a 30 ft cone. Any creature within the area is deafened for 1d8 rounds and takes 1d6 points of sonic damage. A successful Fortitude save negates the deafness and reduces the damage by half.
Foul Odor- The paragon emits a stench that causes any creature adjacent to you to make a Fortitude save or become sickened for 1d4 rounds.
Electrochemical Bolt- The paragon may send a line of electricity arcing from her body at any single target within 30 feet. This bolt deals electricity damage; a Reflex save halves this damage.
Revitalization,- The paragon gain Fast Healing 2 for a number of rounds equal to her class level. At the level 10, the paragon gains Fast Healing 5.
Resurgence- The paragon is healed 1d8 HP damage and 1d4 ability score loss. At the 12th level, the paragon even regrows a severed extremity.
Healing Pheromone- The paragon emits a stench that heals adjacent living creatures. The scent cures 2 hit points of damage per level ends any and all of the following adverse conditions affecting the Target: confused, dazed, exhausted, fatigued, feebleminded, nauseated, sickened, and stunned.
Instant Rest- The paragon rests for 2 days instantly and is healed 2 hit point per character level. The paragon must be in a prone position to rest this way and this action provokes an attack Of opportunity that foils the rest it hits.
Mind Rush- The paragon releases the limit on the nervous system, which makes information travel at a faster rate. This instantly foils the all mind-affecting spells and effects as well as information gathering by divination spells or effects affecting the paragon. It even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjectís mind or to gain information about it.
Healing Breath- The paragon can fire with a nutrient rich gust of air from her mouth. Living creature that breathe gain 1 temporary hit point for every paragon level.
Perfect Sight- The paragon gains darkvision 30 ft or increased her existing darkvision by 30ft for a number of rounds equal to her class level. At the 9th level, the paragon can also see things as they really are as if she where under the true seeing spell.
Acrobatics- The paragon can move as if she were under the effects of the jump and spider climb spells for a number of rounds equal to her class level.
Glandular Strength- The paragon gain an alchemical bonus to Strength equal to her paragon level on her next turn.
Steel Skin- The paragon gains natural armor or an increase to the characterís existing natural armor (if any) equal to its Constitution modifier for a number of rounds equal to her class level.
Rubber Skin- The paragon becomes immune to electricity and bludgeoning damage for a number of rounds equal to her class level.
Slick Skin- The paragon gains a +10 competence bonus on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin and gains evasion for a number of rounds equal to her class level.
Energy Resistance- Gain resistance 10 to acid, cold, electricity, or fire damage for a number of rounds equal to her class level.