Paragon (3.5e Class)
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The Paragon is a devout warrior who believes unconditionally in his deity or any other cause. A Good-Guy Paragon will often choose a deity of Valor, or the cause of vanquishing evil, while an Evil or Bad-Guy Paragon would choose something like World Domination or worship an evil deity. Both are still Paragons despite their radically different ideals.
Game Rule Information
Abilities: Strength is important for a Paragon because it effects his attack and damage rolls, Constitution is important because it gives extra hit points, and Charisma is important for many of the Paragon's class features and special abilities. A decent dexterity would be helpful to a Paragon who wants to focus more on ranged weapons and a slightly higher Armor Class (AC).
Races: Paragons do not have any Race restrictions but are most likely to be Aasimars or Crossbreeds as noted above.
Alignment: Any-See Note Below -Note-A Paragon must either worship a deity or follow an ideal. His alignment can be no more than one step from his deity's or the ideal that he believes in.
Starting Gold: 4d6×10 gp (Average Starting Gold: 140 gp).
Starting Age: Simple or As Rouge.
|1st||+1||+2||+0||+2||Bonus Feat, Spear and Polearm Focus*, Spear and Shield Style*|
|3rd||+3||+3||+1||+3||Inspire Allies I*|
|4th||+4||+4||+1||+4||Bonus Feat, Spear and Polearm Specialization*|
|6th||+6/+1||+5||+2||+5||Leadership, Inspire Allies II*|
|8th||+8/+3||+6||+2||+6||Greater Spear and Polearm Focus*|
|9th||+9/+4||+6||+3||+6||Bonus Feat, Inspire Allies III*|
|12th||+12/+7/+2||+8||+4||+8||Greater Spear and Polearm Specialization*|
|13th||+13/+8/+3||+8||+4||+8||Pierce the Darkness*|
|15th||+15/+10/+5||+9||+5||+9||Inspire Allies IV*|
|18th||+18/+13/+8/+3||+11||+6||+11||Inspire Allies V*|
|19th||+19/+14/+9/+4||+11||+6||+11||Realize the Vision*|
|20th||+20/+15/+10/+5||+12||+6||+12||Become the Vision*|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
---Note:--- The concept for this class is to specialize in the use of Reach weapons and thrown weapons like the Long Spear and Javelin. Some concepts for Class Features (most are Extraordinary Abilities) are to gain the ability to use most two-handed reach weapons [Longspear, Glaive, Ranseur as examples) in one hand, the ability to make attacks against adjacent foes with such weapons.
Some supernatural Support-type abilities would be to bestow morale and sacred/profane bonuses to their own abilities as well as the abilities of nearby allies, or similar penalties to nearby enemies. The bonuses likely would be applied to Attack rolls, Armor Class, Saving Throws, Skill Checks.
All of the following are class features of the Paragon.
Weapon and Armor Proficiency: The Paragon is proficient with all simple weapons, Spinning Javelin (Sword and Fist, A Guidebook to Fighters and Monks), Glaive, and Ranseur. The Paragon is proficient with Light and Medium armor and with shields (except Tower Shields).
Bonus Feats: At 1st, 4th, and 9th levels the Paragon can select any Skill or Combat Oriented Feat as a bonus feat.
Spear and Polearm Focus: At 1st level the Paragon recieves the Weapon Focus feat for all Spear and Polearm weapons that they are proficient with the use of effectively gaining a +1 bonus to attack rolls with those weapons.
Spear and Shield Style (Ex): A Paragon is proficient with the use of a polearm in one hand with a shield in the other. While fighting with this style they can treat any two-handed Pole-arm or Spear as a one-handed weapon, and suffer a -4 penalty to attack rolls while using this fighting style. The Short Spear or Javelin do not suffer this penalty as they are normally one-handed weapons. At 3rd level and every three levels after until 12th level the penalty while using this style decreases by 1. At sixth level the Paragon is skilled enough with this fighting style to threaten adjacent squares with these reach weapons, and at 12th level the Paragon can choose to deal Bludgeoning, Slashing, or Piercing damage with their spear or pole-arm weapon by using a combination of swings and thrusts.
Battle Presence (Su): At 2nd level, the Paragon begins to give off a supernatural presence when they are fighting for their ideal or deity. This supernatural ability is derived from the strength of the Paragon's personality and weak willed opponents have difficulty attacking the Paragon. This ability grants the Paragon their Charisma bonus to Armor Class as a Deflection bonus, and enemies seeking to attack the Paragon in melee must succeed on a will save with a DC of 10 + 1/2 the Paragon's level + the Paragon's Charisma modifier. This ability does not function against creatures with more hit dice than the Paragon.
Inspire Allies: (Su): A number of times per day equal to 1/2 the Paragon's level, the Paragon can channel and radiate the energy of the positive/negative energy plane in a 20 ft aura and boost his ally's morale and provide themself and their allies with a series of boons that persist as long as the Paragon concentrates and for an additional 2d6 rounds after. While concentrating the Paragon can only take a single move action during their turn. At 3rd Level the bonus is a +2 morale bonus to Attack Rolls or Saving Throws (choice) At 6th Level the bonus is a +2 morale bonus to Attack Rolls and Saving Throws At 9th Level the bonus is a +4 morale bonus to Attack Rolls and Saving Throws, and a +2 Sacred or Profane bonus to Armor Class At 15th Level the bonus is a +4 morale bonus to Attack Rolls and Saving Throws, a +4 Sacred or Profane bonus to Armor Class, Enemies within range also suffer a -2 morale penalty to Attack Rolls and Saving Throws, and a -2 Sacred or Profane penalty to Armor Class At 18th Level the range increases to 40 ft, and the penalties increase to -4 to Attack Rolls, Saving Throws, and Armor Class
Spear and Pole-Arm Specialization: At 4th level the Paragon gains the Weapon Specialization feats for all weapons that they have the focus for as a result of the class feature Spear and Polearm Focus. This effectively grants a +2 bonus to damage rolls for spear and pole-arm weapons.
Leadership: At 6th level the Paragon gains the Leadership Feat, and a +2 bonus to his leadership score.
Sacred/Profane Aura (Su): At 7th level the Paragon subconsciously forms a connection to the Postive or Negative energy plane and developes an aura reflective of their alignment. This aura provides a +2 circumstance bonus on all interaction checks with those of a like-minded alignment. [A Neutral character chooses one or the other] and suffers a -4 penalty when dealing with those of an opposed alignment. The bonus and penalty are doubled when dealing with outsiders of the respective subtypes.
Greater Spear and Pole-Arm Focus: At 8th level the Paragon gains Greater Spear and Pole-Arm Focus. This grants the Paragon Improved/Greater Weapon Focus with all spear and pole-arm weapons that were given Focus with the class feature Spear and Pole-Arm Focus. This effectively grants an additional +1 bonus to attack rolls with Spear and Pole-arm weapons.
Sacred/Profane Power (Su): At 10th level the Paragon's subconscious connection to the positive or negative energy plane becomes stronger and grants them a permenant +2 Sacred or Profane bonus to Armor Class, Attack Rolls, Saving Throws and Skills Checks.
Shield Allies (Su): At 11th level the Paragon's ability to aid and support allies while maintaining (concentrating on) their Inspire Allies ability any enemy attempting to attack one of the effected allies must make a will save against a DC of 10 + 1/2 the Paragon's level + the Paragon's Charisma modifier. If they fail they roll damage anyway, and that damage is prevented. This ability can prevent up to 4 times the number of hit dice that the Paragon has each day. A creature with 4 or more hit dice than the Paragon is not effected by this ability.
Greater Spear and Pole-Arm Specialization: At 12th level the Paragon gains Greater Weapon Specialization with all Spear and Pole-arm type weapons that the Weapon Specialization was granted for at 4th level. This effectively adds an additional +2 damage with these weapons.
Pierce the Darkness (Su): At 13th level the Paragon gains the ability to see in total darkness (even magical darkness) and can strike enemies in total darkness as easily as if they were in the light. This grants Darkvision 60 ft (if the individual already has natural Darkvision, then the range is increased by 30 ft) and the See In Darkness ability, granting the Paragon the ability to see in all forms of darkness, even magical darkness as long as the caster level is equal to or lower than the Paragon's class level.
Realize the Vision: (Ex): At 19th level the Paragon's faith and dedication are unshakeable and even the laws of reality seem to bend in the presence of the Paragon's will. Up to three times per day the Paragon may attempt a Will Save equal to a DC of 25 to force one of the following to occur. -Force a re-roll of any attack roll or saving throw -Turn a potential critical failure into a critical hit or automatic success [roll of a natural 1 on the d20 for an attack roll or saveing throw] -Turn a confirmed critical hit into a critical falure [increases the Will Save DC by 5]
Become the Vision: (Su): At 20th level the Paragon has achieved all that is needed to make his vision into reality, and can fill himself and his allies with otherworldly might to make his ideals possible in the material plane. A number of times per day equal to Three plus the Paragon's Charisma modifier, he can channel a 40 ft burst of energy that fills him and his companions with strength. For a number of rounds equal to his Charisma modifier, the Paragon and his allies gain a +6 Sacred/Profane bonus to their Strength, Dexterity, and Constitution scores, a +4 Dodge bonus to Armor Class, and 2d6 temporary hit points. This ability can be used no more than once in a single encounter and may only be used in conjunction with the Paragon's beliefs. Example: A Lawful-Good Paragon who has devoted himself to the defense of the members of a particular faith can make use of this ability when the faith, or its believers are being attacked or persecuted with the intention of protecting them; or against those who would harm them. A Lawful-Evil Paragon dedicated to bringing about a new order to the multi-verse can use this power to topple previous regimes and their followers, set the foundations for his empire, or crush those who would oppose his empire. They are a paragon.
A Paragon does not simply stop being a Paragon, though over time the individual Paragon's beliefs, goals, and ideals may change and as a result they begin acting differently than they have been prior to this change, though it is not an immediate change, and typically results from shifts in alignment due to the nature of what is going on around them and exposure to differences in beliefs. Dungeon Masters / Game Masters should discuss this in detail with any of their players that choose to play as a Paragon.
Playing a Paragon
Adventures: The Paragon's reasons for adventuring are always a personal decision and typically drawn from their own personal interpretation of the divine forces of the multi-verse. Paragons do all have two things in common, and these two things are often what drives them to take up the life of an adventurer. A near fanatical devotion to ideals, be it a deity's will, or their own view of an ideal world and the willingness to do what they feel must be done to bring about the realization of their ideals.
Characteristics: The Paragon is an exceptional fighter who is skilled with weapons that are easy to come by as most Paragons answer a call to bring change to their world, they often believe that they are the physical manifestation of their cause or ideal, and live to accomplish it. An example of the zealous nature and often humble background of a Paragon would be the well known historical figure Joan of Arc, the 17 year old french girl who believed that she, by the will of God, was to lead the French army and drive the English out of France. A task that she, despite her death during that time, did actually accomplish. Her deeds and belief have helped to shape France into the country that it is today.
Alignment: A Paragon can be of any alignment, though a Paragon in military service or part of any organized guild is usually Lawful. The alignment of a Paragon is always close if not identical to the faith or cause that they believe in as it is what guides their moral and ethical beliefs.
Races: Crossbreeds (Half-Elf, Half-Drow, Half-Orc, etc etc), Aasimars are the most likely to take up the mantle of the Paragon as they are most often guided by a desire to better the world, or to find a place of acceptance within the world. Other races are able to become Paragons, though are less likely.
Religion: Religion and Faith are two seperate things, though their concept is very much the same to a Paragon, and it plays a major role in his day to day life, as a Paragon's faith is what guides his life. While a Paladin is likely to go out hunting down and smiting evil wherever he may find it, and a cleric may attempt to convert more people to her religion, a Paragon's faith is internally focused, and they are less concerned with bringing others to their beliefs, and welcome all who share their vision of the world regardless of faith. The Paragon is one who often believes in a cause greater than himself, and devotes himself completely to the realization of that cause or ideal.
Other Classes: A Paragon can often get along well with anyone who shares their perspective and ideals regardless of class, though there isn't anyone who doesn't appreciate someone that has the ability to help them back on their feet after taking several hard hits, and the presence of other strong fighters is also ideal to the Paragon as their abilities will be most effective with at least one close-range fighter in the group. Paladins and Good-aligned Paragons also get along well as their ideals are often similar.
Role: The Paragon's role in an adventuring party is most often the mid-range support and party buffer, able to provide sacred, profane, and morale bonuses to allies, while still carrying a decent ability in combat reflected with a high base attack bonus and the ability to strike enemies at a greater range than a melee fighter often can. ---For the Dungeon Master--- A Paragon's role as an NPC in the campaign would most likely be a part of, or the primary body of any elite guard for a king, queen, noble, or even the campaign's primary villian if the Paragon is of a suitable alignment. A Paragon is normally willing to do whatever it takes to see to the fufillment of his ideals and is more than willing to sacrifice himself for those ideals as they are often something far greater than the Paragon himself. Examples of such ideals are below in the 'guide' to playing a Paragon.
Advancement: Advised that the player stick to advancing as a Paragon, though if the player is seeking to multi-class, the Fighter and Paladin classes can make for good choices.
Paragons in the World
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The Paragon is suitable as an adventurer, though if not adventuring one can encounter a Paragon in many different places wherever they are able to serve their deity or work toward the achievement of their ideals; either as the elite guards for a corrupt lord or other villian to the guards of any temple, noble, king, or other powerful leader. As an adventurer a Paragon is likely to be travelling with a small band committing acts suitable to his alignment. [Helping those he meets if good, or causing harm if evil]
Daily Life: The daily life of a Paragon is a simple one, often spent working toward realizing their personal ideals, or carrying out their duties as members of an elite guard.
Notables: No notable NPC's or Characters created for this class yet
Organizations: No organizations of members of this class, though the most likely place one would encounter a Paragon is in a large temple.
NPC Reactions: Good Paragons are often well-recieved by neutral or good-aligned characters [and most NPC's] while Evil Paragons are rarely well-recieved by any other than an evil character who shares their ideals and goals.
Sample Ideals: --To End an Ongoing War --To protect and aid the helpless --World Domination The player needs to choose an ideal for his or her character to flesh out and further develope his or her character if he or she does not wish to worship a deity and should discuss their choice with their Dungeon Master or Game Master
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Some of the common places where Paragons reside are the temples of large and often religious cities.|
|10||Paragons do adventure and can be encountered away from large cities|
|15||Paragons typically take it upon themselves to bring peace to the unfortunate peoples of the worlds|
|20||<-very rare information->.|
|5||Paragons typically serve as temple guards for various temples of whatever deity they follow|
|10||Paragons are often very faithful people and do whatever they feel they must for their deity.|
|20||<-very rare information->.|
|5||Some members of the nobility have had Paragons as knight-commanders|
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Paragons in the Game
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: No Variants created as of yet
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.