Diopsid Paragon (3.5e Racial Paragon Class)
From D&D Wiki
- 1 Diopsid Paragon
- 1.1 Making a Diopsid Paragon
- 1.2 Campaign Information
In the deepest tunnels of the Diopsid networks lie the breeding pits of the various broods, all the broods share one breeding pit for maxiumum security and space saving. Guarding these and other tunnels are the Diopsid Paragon, a ever watchful defender of all good or righteous insects. The Diopsid Paragon was first a blessing by Dipsodia, the first god of the Diopsid, over time however the lessons of the paragon spread and is now taught to defenders of the Diopsid way of life.
Making a Diopsid Paragon
The Diopsid are capable of wield two two-handed weapons with full benefits, a Diopsid Paragon takes full advantage of this, as well they refuse to wear anything but light armor, as any heavier armor restricts the natural grace of their two-handed fury. The Diopsid Paragon is an excellent melee combatant but finds itself targeted by enemies more frequently, due to its lack of armor it doesn't fare well without aid from allies.
Abilities: Strength is a must as you will be called on to deal heavy damage to opponenets, Constitution is needed as well as you will find your hit points running low often, Dex is also useful as your AC will be low.
Alignment: Either Lawful, or Good.
|1st||+1||+2||+0||+0||Improved darkvision (+30 ft. & Full Color)|
|3rd||+3||+3||+1||+1||Ability boost (Str +2)|
Weapon and Armor Proficiency: A Diopsid Paragon has whatever proficiency it had before it entered the Paragon class, however there are restrictions on armor for some Paragon abilities (see text).
At 1st level, an Diopsid Paragon's darkvision range increases by 30 feet. In addition it is in full color instead of the regular black and white.
When a Diopsid Paragon is in a tunnel of soil or compact earth (soft stones, metals, or rocks and the Diopsid Paragon is unable to grasp the sides effectively enough), they may choose to brace themselves as a move action. The Diopsid Paragon dig their insectoid feet into the ground a furor their wings into the sides of the tunnel, while in this bracing effect a Diopsid Paragon is treated as if he were one size larger for Bull Rush and Grapple, Were more stable for Overrun, and completely immune to Trip (this is an effective +4 bonus for the mentioned combat maneuvers, and an immunity). However during this time the Diopsid cannot move, and it requires a standard action to end the effect. The Diopsid Paragon can only use this effect if they are in Light or No armor.
At 3rd level, a Diopsid Paragon's Strength score increases by 2 points.
When a Diopsid Paragon changes alignments from Lawful or Good and no longer has one or the other, the Diopsid Paragon can no longer advance in Paragon levels and their darkvision and Strength return to normal
Playing a Diopsid Paragon
Other Classes: Diopsid Paragons find themselves in need of clerical aid often, they also enjoy having ranged allies who can stay behind their tunnel defender ability.
Combat: Melee Combat, Diopsid Paragons are lightly armored so watch your HP, otherwise they wield two two-handed weapons with full 1-1/2 STR bonus on both.
Advancement: Diopsid Paragons find Fighter, and Cleric to be excellent multiclass options, A Diopsid Paragon is never born it is chosen after a certain deed is done usually, so they come from many walks of life including Monks, Rogues, Barbarians even Druids.
Diopsid Paragons in the World
|“||*click-click* *CliCK-ClicK* *Hissss*||”|
|—Dio, Diopsid Paragon, Ambushing Drow Raiders|
In the underdark the Diopsid race could thrive in the spaces the major races don't go, in my campaign setting religion for the Diopsid was founded when they encountered the Drow. However any underground area, such as a cave system or desert tomb, would work well for diopsid, and really any racially inspiring reason for a paragon class could replace the religious reasoning I used.
Daily Life: A Diopsid Paragon usually guards communal birthing chambers and hatcheries, they also guard important tunnels and religious sites. While not defending the homeland they do venture out seeking other Diopsid colonies, and allies to aid them against the Drow, though they don't trust anyone claiming to be from the underdark.
Organizations: Diopsid gather in broods, many of which do not deal with one another, Diopsid Paragons however are universally trusted, Evil Diopsid Paragons abuse this trust in Kalak's name. A Diopsid Paragod can count on the aid of a brood to some extent, a meal and a place to rest, they will also defend the brood along side a Diopsid Paragon, but they will not venture out with one.
NPC Reactions: Diopsid start at a helpful reaction, however most underdark races will try harm Diopsid, and above ground races are startled by the alien nature of the Diopsid.
Diopsid Lore Lore
Characters with ranks in Knowledge: Religion can research Diopsid Paragons and Deities to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Diopsid Paragons are the defenders of the Diopsid Race.|
|10||They sometimes venture out by themselves but often they are near a Diopsid colony.|
|15||The Diopsid Paragon was created by Dipsodia after she had become a greater deity, they were tasked with defending colonies.|
|20||The Diopsid Paragon's can be evil, and will for the right price sell out colonies locations to the Drow and other underdark races.|
Diopsid Paragons in the Game
When PC's venture into a Diopsid colony a Diopsid Paragon may be the one to greet them, or steer them away. They may also be encountered fighting Drow or come to the aid of those who are fighting Drow.
Adaptation: The Diopsid Paragon is 'powered' by religion, you can certainly change that, making the Paragon come from a strong sense of Nationalism or through needing a leader because of a famine striking the Diopsid.