Aasimar Paragon (3.5e Racial Paragon Class)
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An aasimar is a human descendant of a celestial, although too distantly to be considered half-celestial. An aasimar paragon is the embodiment of all that is good and noble, and full of light. While some aasimars might reject their heritage and become counterfeit agents serving the powers of darkness, a paragon chooses the path that best reflects the goals of his celestial ancestors.
An aasimar has no interest in adventuring. However, he is quite likely to accept a quest for a noble cause, particularly to rid the world of some great evil.
An aasimar paragon does not necessarily see his attitude toward a deity or other celestial being as worship, but more like the love and respect due to a revered family elder. In any case, all aasimar paragons are highly conscious of their relationship with the celestial, and that relationship affects everything they do.
Virtually all aasimar paragons are raised among others of similar outlook and purpose. The vast majority multiclass as either paladins or clerics of a good deity. A notable minority find their calling as bards, and some aasimar paragons have been known to become sorcerers, monks, or druids. Other classes are virtually unknown.
An aasimar paragon has no tolerance for evil races such as orcs and drow and he will seek to redeem them at every opportunity. He likewise has little patience for creatures that choose to dwell in darkness, such as dwarves, but his antipathy stops short of violence. He views surface races, such as humans, elves, and halflings, as lost children in need of guidance.
An aasimar paragon has no use for rogues and others who sneak around in the shadow of darkness. He may share similar goals with some rangers, but their relationship is typically strained. He is most comfortable in the company of paladins, good clerics, and good bards who focus on skills of persuasion rather than stealth, but he can form a constructive relationship with just about anyone who desires the greater good.
Game Rule Information
Abilities: High Wisdom and Charisma are important to an aasimar paragon for his divine spells and ability to turn undead. Strength, Dexterity, and Constitution are all important for combat, and high Intelligence helps him with his skills.
Hit Die: d8.
The aasimar paragon's class skills (and the key ability for each skill) are Bluff (Cha),Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)Spot (Wis).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
|1st||+0||+2||+2||+2||Aura of good, Healing Hands||+1 level of existing class features|
|2nd||+1||+3||+3||+3||Daylight, skill bonus||+1 level of existing class features|
|3rd||+2||+3||+3||+3||Ability boost (CHA or WIS +2)||+1 level of existing class features|
All of the following are class features of the aasimar paragon class.
Weapon and Armor Proficiency
At each level you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding this racial paragon level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class's Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before adding this racial paragon level, you must decide to which class to add each level for the purpose of determining class abilities.
Aura of Good (Ex)
Healing Hands (Ex)
At 1st level, an aasimar paragon uses a spell or ability that cures hit point damage, she adds her Charisma or Wisdom modifier to the amount of damage healed. For instance, if a 3rd-level paragon with an 18 Wisdom casts cure light wounds, she cures 1d8+3 points of damage normally, plus an additional 4 points of damage due to her Wisdom bonus
At 2nd level, an aasimar paragon can use his daylight spell-like ability three times per day.
Skill Bonus (Ex)
Ability Boost (Ex)
An aasimar paragon who ceases to be good of his own volition permanently loses all supernatural and Extraordinary class abilities , and can not regain them unless an atone spell is cast and proper penance is preformed. An aasimar paragon who ceases to be good involuntarily (e.g. through an enchantment spell) loses these abilities only until he is able to atone.