Aasimar Paragon (3.5e Racial Paragon Class)
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- 1 Aasimar Paragon
- 1.1 Adventures
- 1.2 Characteristics
- 1.3 Alignment
- 1.4 Religion
- 1.5 Background
- 1.6 Races
- 1.7 Other Classes
- 1.8 Game Rule Information
- 1.9 Class Skills
- 1.10 Class Features
- 1.11 Ex-Aasimar Paragons
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 Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
|Special||Spells per Day|
|1st||+0||+2||+2||+2||Aura of good, smite evil 1/day||—|
|2nd||+1||+3||+3||+3||Daylight, skill bonus|| +1 level of existing|
divine spellcasting class
|3rd||+2||+3||+3||+3||Ability boost (Cha +2)|| +1 level of existing|
divine spellcasting class
All of the following are class features of the aasimar paragon class.
Weapon and Armor Proficiency
Spells per Day
At 2nd and 3rd level, an aasimar paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained.
If a character had more than one divine spellcasting class before he became an aasimar paragon, he must decide to which class he adds each level of aasimar paragon. If an aasimar paragon has no levels in a divine spellcasting class, this class feature has no effect.
The power of an aasimar paragon’s aura of good (see the detect good spell) is increased by his aasimar paragon level.
Once per day, an aasimar paragon may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per aasimar paragon level. If the aasimar paragon accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
If the aasimar paragon also has the ability to smite evil from another class, the daily uses stack, and class levels stack for determining damage.
At 2nd level, an aasimar paragon can use his daylight spell-like ability three times per day.
At 3rd level, an aasimar paragon's Charisma score increases by 2 points.
An aasimar paragon who ceases to be good of his own volition permanently loses all supernatural class abilities and aura of good, and can never again advance in this class, even if he later becomes good again. 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.