Orboid Paragon (3.5e Racial Paragon Class)

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Orboid Paragon[edit]

Some may call the orboids a simple race. They do have a child-like nature and, in most part, don’t mind being bossed around. Although adventurer orboids usually adhere to seeking more than their simplicity, paragons look towards their inner strength, and see the true potential in themselves.

Adventures[edit]

Orboid paragons are just as curious and thrill-seeking as their peers, but they also have a pint of maturity, wisdom, and confidence. Though they enjoy the company of other orboids, they feel unfulfilled by how their equals’ conformity. Orboid paragons look to enrich themselves with experience and to access their true power. Furthermore, they like to enlighten people about the potential of orboids, being the example themselves. If a group of adventurers is composed of orboids, the paragon is always the responsible leader.

Characteristics[edit]

Orboid paragons appear to others as “adults” of the race. They are less likely to burst in with curiosity, and instead observe and introspect. They are confident of their capabilities, though they do acknowledge their limits. Orboid paragons appreciate the little and simple things, and try to see how each thing and person can become a greater version of itself. They are ingenious and intuitive, trying to think out of the box in most situations.

Alignment[edit]

Orboid paragons are usually neutral or chaotic good. Lawful tendencies incur inflexibility and conformity, which are the orboids paragon’s most undesired traits.

Religion[edit]

As they try to explore themselves and everything they do, orboid paragons prefer religions with lighter routines, and with gods that are indiscriminate towards races.

Backgrounds[edit]

Orboid paragons make themselves, being mentors and leaders of their race. Since the desire to be more is what drives them, a stray orboid rarely becomes a paragon. They usually come from the rare organization of orboids, serving as their sage and informal chief.

Races[edit]

Orboid paragons inherit the friendlessness of their race, but now with a more mature and wise demeanor, they have a larger array of races they can interact with. At the most part, orboid paragons are acquainted with races that look for knowledge and exploration.

Other Classes[edit]

Everyone has a better-than-yesterday version of themselves, everyone in their own unique way, so believes the orboid paragon. They are particularly fond of classes that look for inner realization and power through will, such as Sorcerers, Swashbucklers, Factotums, etc. Classes that follow rigorous rules to achieve power hardly impress orboid paragons, but the paragon may respect their dedication.

Game Rule Information[edit]

Orboid paragons have the following game statistics.

Abilities[edit]

Orboid paragons find power through self-confidence and introspection, making Charisma their main ability. Dexterity will help them maneuver their movements and survive longer against larger and stronger foes, and Constitution will help them take a punch or two if they aren’t able to dodge.

Table: The Orboid Paragon

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day/Invocation Class Level
Fort Ref Will
1st +0 +0 +0 +2 Spirit Beam
2nd +1 +0 +0 +3 Sundown +1 level of existing class
3rd +1 +1 +1 +3 Ability Boost (Car +2) +1 level of existing class

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The orboid paragon’s class skill (and the key ability for each skill) are Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).

Class Features[edit]

All of the following are class features of the orboid paragon class.

Weapon and Armor Proficiency: Orboid paragons are proficient with simple weapons and light armor.

Spells per Day/Invocation Class Level: At 2nd and 3rd level, an orboid paragon gains new spells per day and spells known as if they had also gained a level in a class that casts spells spontaneously, or gains new Invocations and effective caster level for their Invocations. The choice between spell or invocations is made upon taking the 2nd level.

Spirit Beam (Ex): At 1st level, an orboid paragon can manifest its inner strength into its ray attack. Once per day per class level, the light ray’s damage increases by an amount equal to the orboid paragon’s Charisma bonus plus their class levels for 1 round. For example, an 2nd level orboid paragon with a Charisma score of 15 would deal 1d6+5 with their light rays for an entire round. This ability is a swift action.

Sundown (Su): At 2nd level, any spell or ability that allows the orboid paragon to shed light has its illumination radius doubled. This affects only the range of the light, but this increased range can counter darkness effects if the spell or ability normally does so. Furthermore, DC to resist light-related ailments (such as Light Blindness) increases by 2.

Ability Boost: At 3rd level, an orboids paragon's Charisma score increases by 2 points.


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