Skraal Paragon (3.5e Racial Paragon Class)
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The Skraal Paragon class allows Skraal characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.
Game Rule Information
Skraal Paragons have the following game statistics.
Skraal or Half-Skraal.
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.
Skraal Paragons must be of some Neutral alignment.
|Special||Spells per Day|
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track||-|
|3||+3||+3||+1||+1||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)|
Class Skills: The Skraal paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge(arcane) (Int), Knowledge(geography) (Int), Knowledge(religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
All of the following are class features of the Skraal Paragon class:
Weapon and Armor Proficiency: Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.
Divided Ancestry (Ex): The Skraal are essentially a Half-Orc variant, and can take levels in the Half-Orc Paragon class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either Human or Orc Paragon.
Ranger Magic: Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.
Track: Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.
Spells per Day: At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level Adept, and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the Arcane Adept feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including Barkskin).
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.
Ability Boost (Ex): At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.