Polarity Paragon (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search

gfOR3dU.png


Polarity Paragon[edit]

My semblance is Polarity.
—Pyrrha, "Rwby"
Whoa, you can control poles...
—Ruby, "Rwby"

No, a Polarity Paragon can only control the polarity (magnetic direction) of metals, not poles. Meaning a Polarity Paragon can make metals move without touching them directly. Polarity Paragons have also spent their fair share on the battle field and know a thing or two about casting spells. And if those experiences taught them anything, Polarity Paragons don't need a fair fight to win. Mastering and focus on these 'spells' so much, it's as though they can cast them as they sleep, thus these 'spells' have gone from text book learned to unnatural powers.

Becoming a Polarity Paragon[edit]

“You are a god among insects. Never let anyone tell you different.”
—Magneto, "X-Men"


Polarity Paragons normally keep they prowess on the subtle side of things; only using it to when need be. Because of this, it is rather difficult to pin point when one becomes a Polarity Paragon. Rumor has it that some are simply born that way, only getting better with training . Other say a near death experience or unlocking your hidden potential could turn you. There's even a town that seems to think a dragon must train you before you could even hope to understand your prowess. But in nearly all cases, Polarity Paragon have always been know to be un-usually clever.

- Charisma and Constitution are equally important. Cha simple put controls the magnitude of your magnetic fields. Con is the ultimate limiter on how many abilities these warriors can use per day and how long their abilities last. Strength would be third most useful; even though Polarity Paragon may relay on their un-natural abilities to win, they still need to swing a sword.

Entry Requirements
Base Attack Bonus: +6/+1.
Race: Typically Humans, Drow, and Dwarf are known to become Polarity Paragons but nearly all race become one.
Abilities: 15 Strength or 17 Dexterity
Skills: Knowledge (Arcane), Spellcraft 6 ranks
Feats: Combat Casting, Silent Spell, Power Attack
Spellcasting: Must be able to cast level 3 spells, Must know Mage Hand or Levitate
Special: Armor Proficiency (medium and shields ( not including tower shields) ), Weapon Proficiency (martial weapons).

Table: The Polarity Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +1 Magnetic Hand , Magnetic Fix
2nd +2 +1 +3 +2 Polarity Blade , Polarity Pule
3rd +3 +2 +4 +3 Polarized Attack I
4th +4 +3 +5 +4 Magnetic Pull/Push , Magnetic Deception
5th +5 +3 +6 +4 Magnetic Fortification I
6th +6/1 +4 +7 +5 Polarised Attack II
7th +7/2 +4 +7 +6 Polarized Arua
8th +8/3 +5 +7 +7 Magnetic Surge
9th +9/4 +5 +8 +7 Polarised Blessed Weapon
10th +10/5 +6 +8 +8 Magnetic Fortification II

Class Skills (2 + Int modifier per level)
Bluff (Cha), Craft(Int), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge(Int), Spot (Wis), Survival (Wis)

Class Features[edit]

The only metals that are consider nonmagnetic for simplicity are diamagnetic metals; Brass, Copper, Gold, and Silver.

Metals are affect by magnetic fields are paramagnetic (doesn't hold the charge) or Ferromagnetic (can hold the charge). This includes Cobalt, Iron, Nickel, ect.

For Specific metals, Google is wonderful.

Magnetic Hand (Ex): At 1st level the Polarity Paragon can lift any simple magnetic metal object (2x Con mod) per day, with in Polarity Paragon lvl*10 meters of the Polarity Paragon, and must be out of combat. The Polarity Paragon can lift items depending of his/her Cha mod to the size category. IE Cha mod 0 means he/she can lift a tiny item, 1 lets him/her lift a small size item, 2 Medium size, ect.

If the piece is held down by a character, a spell cast check must be made vs their strength. Magnetic Hand can add a stack of Polarity Pule if a second use of Magnetic hand is used.

Magnetic Fix (Ex): At 1st level the Polarity Paragon can fix a shattered item for Con Mod + Polarity Paragon lvl + 1d6 rounds if in combat other wise Cod mod hours. The shattered item must originally must be made of magnetic metal. The item must stay within Polarity Paragon level + Cod mod + 5 meters or shatters again. Uses one use of your Magnetic Hand uses.

Polarity Blade (Ex): At 2nd level the Polarity Paragon has learned how to send a magnetic field through his/her blade. Causing attacks from one opponent used with magnetic metal weapons to be deflected. +Cha to their Deflection Rating, lose this bonus while being attacked with non-magnetic metal or non-metal weapon or non-magnetic projectile. Lasts 1d4 + Con mod + Polarity Paragon lvl rounds and can only be used in per combat Polarity Paragon lvl + Con mod times. Can add a stack of Polarity Pule if a Magnetic Metal comes in contact.

Polarity Pule (Ex): At 2nd level the Polarity Paragon has gotten a bit clever. After an enemy's magnetic metal item comes in contact with anything the Polarity Paragon has magnetized or used polarity on recently, their item (weapon) becomes magnetized. Consistently being attract to any other magnetic metal, Make a Strength check of 10 + Cha mod while the item is Con mod + Polarity Paragon lvl meters away from a magnetic metal item (like armor). In addition, when attacked by the Polarity Paragon the wielder's subtracts the Polarity Paragon's Cha mod to their deflect rating.

This ability does stack with itself up to the (Polarity Paragon's level + Con mod) / 2 stacks; making the Strength check increase by the Polarity Paragon's Cha mod each stack, same with lose Cha mod to deflect rating. Lasts Con mod + Polarity Paragon lvl rounds. IE At level 5 and 1 Con mod, it can hit a cap of 3 stack, the Strength check of 10 + 3*Cha mod has to be made, and while the Polarity Paragon attacks, the opponent loses Cha mod*3 to their deflect rating if what they are wielding is affect by Polarity Pule.

Does not alter Magnetic Fortification or any other Polarity Paragon ability that is not stated.

Polarised Attack I (Ex): At 3rd level the Polarity Paragon has learned how to use his/her powers to add more power to their attack. Add Cha mod to your attack and damage rolls to your metal weapon attacks this turn. Can only be used Con mod + Polarity Paragon lvl times per fight. Can add a stack of Polarity Pule if the attack made contact.

Magnetic Pull/Push (Ex): At 4th lvl the Polarity Paragon has learn to use polarity to pull himself (assuming he/she is wearing magnetic armor) or one person within Polarity Paragon lvl + Con mod * 5 meters away from him or her (also assuming they are wearing magnetic armor) Cha mod + 5 meters away from their original position. Fort Save to resist being moved, beat the Polarity Paragon lvl + Cha mod + 10. Uses one of his/her Magnetic Hand uses if used on someone else. If used on him/her-self can only be used Con mod + Polarity Paragon lvl per day.

This ability can be used to increase any one's speed by Polarity Paragon lvl*Cha mod * 5 meters while in range of the Polarity Paragon. While in combat this can last for Con mod + 1d4 rounds or while out of combat Con mod + Polarity Paragon lvl minutes. Uses one of his/her Magnetic Hand uses if used on someone else. If used on him/her-self can only be used Con mod + Polarity Paragon lvl per day.

This can also be used on wielded weapon that are made of magnetic metal but the wield must make a strength check up to the Cha mod + 10 to avoid being disarmed. And/Or a Strength check of Cha mod + Polarity Paragon lvl + 10 to resist being moved all together.

Magnetic Deception (Ex): At 4th lvl the Polarity Paragon can instinctive use his/her his abilities to help throw his/her an opponent melee attack's off to avoid getting hit. The Polarity Paragon must make a reflex check (20 base) to succeed and the attack must be made with a weapon affected by Polarity Pule. The aggressor then must make a Strength check to resist being throw off balance and made prone if the Polarity Paragon succeed, beat the Polarity Paragon lvl + Cha mod * Polarity Pule stack + 10. Uses one of the Polarity Paragon's Magnetic Hand uses and add a stack of Polarity Pule.

Magnetic Fortification I (Ex): At 5th lvl the Polarity Paragon has learn how to stabilized pieces of metal keeping it still stays within melee distance. Last 1d4 rounds + Con mod + Polarity Paragon lvl. If anyone else wishes to move said object against the Polarity Paragons will they will need to make a Strength check beating the Polarity Paragon lvl + Cha mod + 10. Uses one of his/her Magnetic Hand uses.

Can also be used to increase his/her armor bonus by their Cha mod + Polarity Paragon lvl. Armor takes 1d6 durability damage if the attack hits the Polarity Paragon's touch.

If an attack was made with a magnetic metal weapon, and the attack makes contact with the Fortified item, the attacker must make a Strength check of 10 + Cha lvl must be made to recover the weapon, also add a stack of Polarity Pule.

Polarised Attack II (Ex): At 6th level the Polarity Paragon has learned how to use his/her powers to add more power to their attack. Add Polarity Paragon lvl and Cha mod to his/her attack and damage rolls to their magnetic metal weapon attacks this turn. Can only be used Con mod + Polarity Paragon lvl times per fight. Can add a stack of Polarity Pule if the attack made contact with any magnetic metal item.

Polarized Arua (Ex): At 7th level the Polarity Paragon has learned how to keep his/her Arua Magnetic at will. This Arua reaches (Polarity Paragon lvl+ Con mod / 2) meters away; causing attacks from opponents used with magnetic metal weapons or magnetic projectiles to be deflected. add the Polarity Paragon lvl and Cha mod to their misc. under AC, lose this when attacked with non-magnetic or non-metal. Lasts 1d4 + Con mod + Polarity Paragon lvl rounds and can only be used in per day Con mod times. Can add a stack of Polarity Pule to each magnetic metal item that passes through.

Magnetic Surge (Ex): At 8th level the Polarity Paragon has learn to create a magnetic wave. Using this provokes an attack of opportunity. The surge pulls nearly everything made of magnetic metal with it within Con mod * 5 meters of the Polarity Paragon and attracts more magnetic metal as it passes near them. Every piece that is not held down and can be affected by the Polarity Paragon's Magnetic Hand will be apart of the surge. Anything that is held down must pass a Strength check that beat (the Polarity Paragon lvl + Cha mod + 10 + Size Category). The Polarity Paragon's armor and weapons are not in the surge unless stated and can be.

The Surge will travel Polarity Paragon lvl + Con mod * 10 meters and it 5 meters wide. The surge must always be within the Polarity Paragon lvl + Con mod * 10 meters of the Polarity Paragon. Every piece of metal that is not a weapon within the surge is consider an Improvised Weapon. Dealing their own size hit die + Cha mod damage for each item in the surge, weapons do normal damage die + Cha mod. Can only use Polarity Paragon lvl + Con mod / 3 times a day. Adds a stack of Polarity Pule to each item in and near the Surge.

Polarized Bless Weapon (Ex): At 9th level the Polarity Paragon can polarize any magnetic metallic weapon he/she holds at any time. Add Cha mod to your attack and damage rolls with that weapon. Also attacks from Cha mod opponents using magnetic metal weapons have more of a chance to be deflected. +Cha to their Deflection Rating, lose this when attacked with non-magnetic metal or non-metal weapon or non-magnetic projectile. The Polarity Paragon can only have Con mod blessed weapons per day. No one else will gained said bonus other then the Polarity Paragon.

Polarity Attack and Magnetic Blade can used with Polarized Bless Weapon.

Magnetic Fortification II (Ex): At 10th lvl the Polarity Paragon has learn how to stabilized a piece of metal either keeping it the same distance from him or keeping it exactly where it was assuming it stays within Polarity Paragon lvl + Con mod meters. Last 1d4 rounds + Con mod + Polarity Paragon lvl. If anyone else wishes to move said object against the Polarity Paragons will they will need to make a Strength check beating the Polarity Paragon lvl + Cha mod + 10. Uses one of his/her Magnetic Hand uses.

Can also be used to increase his/her armor bonus by their Cha mod + Polarity Paragon lvl. Armor takes 1d4 durability damage if the attack hit the Polarity Paragon's flat-foot and can add a stack of Polarity Pule to the wielder's weapon.

If the attack was made with a magnetic metal weapon and the attack makes contact, a Strength check of 10 + Cha + Polarity Paragon lvl must be made to recover the weapon and add a stack of Polarity Pule.

Ex-Polar Paragon[edit]

It would be an act of a god to remove or to even temporary seal a Polarity Paragon's powers. But in such an event, lose all special abilities gained from this class.

Campaign Information[edit]

Playing a Polarity Paragon[edit]

Combat: Melee, Melee Trickier

Advancement: Because Polarity Paragon is the middle ground of two extremes; any heavy combat, heavy spell caster, or any other middle ground between the two will fill in any gaps.

Resources: Polarity Paragon often are on the butter half of the military piece of toast.

Polarity Paragons in the World[edit]

People assume that she's fated for victory, when she's really taking fate into her own hands

Polarity Paragons walk a battlefield like most walk through a park. To the eyes of most, nearly missed blows and swiftly dodged of thrown spears seem to to be of luck. Only to those close to a Polarity Paragon or those who walk the battlefield daily will even have a slight guess of what they are capable of.

NPC Reactions: What's a Polarity Paragon? Is that like a expert Pole maker?

Polarity Paragon Lore[edit]

Characters with ranks in Knowledge(Battle Lore) or Knowledge(Rumors) can research Polarity Paragon to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Battle Lore) or Knowledge(Rumors)
DC Result
11 You are also aware that Legendary Polarity Paragon have been known to Bend metal. But not that they were Polarity Paragons.
16 Polarity Paragons that are a house hold name, are also immortal. You think only Drow and Dwarfs can be Polarity Paragons.
21 You know not to enter combat with any metal, even coins.
26 Selective Spartans are trained in the ways of Polarity Paragon.

Polarity Paragon in the Game[edit]

Some believe they are keepers of peace but most know them as Gladiators, seeing how the most of these soldiers are surprisingly clam in the most deadly of situations. Not every Polarity Paragon goes out of his/her way to be diplomatic, they are more problem solvers experts, specializing in combat.

Adaptation: Polarity Paragon seen to have the answer for nearly every problem that has a knife.

Sample Encounter: In Front of the enemy, leading the pack. Protecting all those that can't take a hit and smacking those who need a swift punch.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors