All content on this site, Flay,
is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Healing aptitude, Social Senses | — |
| 2nd | +1 | +0 | +3 | +3 | Lesser Restoration | +1 level of cleric |
| 3rd | +2 | +1 | +3 | +3 | Ability boost (Wis +2) | +1 level of cleric |
Erruni paragons have the following game statistics.
Wisdom is the hallmark of the Erruni, enhancing their spellcasting powers, and Charisma, which boosts social interaction, is a close second. Erruni excel particularly at sensing the motives of other intelligent creatures. Dexterity can help Erruni paragons survive combat with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring.
Any.
d8.
The Errun paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
4 + Int modifier.
All of the following are class features of the Errun paragon class.
Errun paragons are proficient with all simple weapons and with light armor.
At 2nd and 3rd level, an Errun paragon gains new spells per day and spells known as if he had also gained a level in cleric. He does not, however, gain any other benefit a character of that class would have gained (cleric class features, and so on). This essentially means that he adds the level of Errun paragon to his level in cleric, then determines spells per day, spells known, and caster level accordingly.
If an Errun paragon has no levels in cleric, this class feature has no effect.
An Errun paragon may add his paragon class level to his caster level to determine the effects of any healing spells he casts. This bonus stacks with the extra spellcasting levels gained from the Errun paragon's spells per day entry (see above).
This increased caster level affects only spells that the character can cast; it does not give him access to higher-level spells or more spells per day.
An Errun paragon gains a +4 racial bonus on all Sense Motive checks.
At 2nd level, an Errun paragon gains the ability to cast lesser restoration once per day, as a spell-like ability with a caster level equal to half his total hit dice.
At 3rd level, an Errun paragon's Wisdom score increases by 2 points.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Powers |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Manifesting aptitude | — |
| 2nd | +2 | +3 | +0 | +3 | Weapon Focus (Two-bladed sword) | +1 level of psychic warrior |
| 3rd | +3 | +3 | +1 | +3 | Ability boost (Wis +2), Psionic Body | +1 level of psychic warrior |
High Errun paragons have the following game statistics.
Wisdom is the hallmark of the High Erruni, enhancing their manifesting powers. High Erruni excel particularly at tactical combat. Dexterity can help High Errun paragons survive melee with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring.
Any.
d8.
The High Errun paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (history/religion/psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Swim (Str).
2 + Int modifier.
All of the following are class features of the High Errun paragon class.
High Errun paragons gain no proficiency with weapons or armor.
At 2nd and 3rd level, a High Errun paragon advances power points per day, powers known, and maximum power level known as if he had also gained a level in psychic warrior. He does not, however, gain any other benefit a character of that class would have gained (class features, and so on). This essentially means that he adds the level of High Errun paragon to his level in psychic warrior, then determines power points per day, powers known, and manifester level accordingly.
If a High Errun paragon has no levels in psychic warrior, this class feature has no effect.
A High Errun paragon may add his paragon class level to his manifester level to determine the effects of any powers he manifests. This bonus stacks with the extra manifesting levels gained from the High Errun paragon's powers entry (see above).
This increased manifester level affects only powers that the character already knows; it does not give him access to higher-level powers or more power points per day.
A 2nd-level High Errun paragon gains the Weapon Focus feat for two-bladed swords.
A 3rd-level High Errun paragon gains the Psionic Body feat.
At 3rd level, a High Errun paragon's Wisdom score increases by 2 points.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Silent prowess, Save bonus |
| 2nd | +2 | +0 | +3 | +0 | Sneak Attack +1d6, Uncanny Dodge |
| 3rd | +3 | +1 | +3 | +1 | Ability boost (Dex +2), Wounding Strike |
Goblin paragons have the following game statistics.
Dexterity is important to Goblin paragons because it helps them avoid the attacks of larger foes and increases their accuracy with thrown weapons and slings, their favorite forms of attack. Because Goblin paragons value cunning and treachery, a high intelligence can help them a great deal.
Any, although most favor evil.
d6.
The Goblin paragon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
8 + Int modifier.
All of the following are class features of the Goblin paragon class.
Goblin paragons are proficient with all martial weapons and with light armor.
At 1st level, a Goblin paragon's racial bonus on Move Silently checks improves to +8.
A 1st-level Goblin paragon gains a +1 racial bonus on all saving throws.
At 2nd level, a Goblin paragon gains the ability to sneak attack for 1d6 additional damage. This is exactly identical to the rogue ability of the same name, and stacks with sneak attack damage from other sources.
Starting at 2nd level, a paragon can react to danger before his senses would normally allow. He retains his Dexterity bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a paragon already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
At 3rd level, a Goblin paragon's Dexterity score increases by 2 points.
A paragon with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Enhancement Bonus to Natural AC | Spells per Day |
|---|---|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +2 | Agile | +1 | +1 level of spellcasting class |
| 2nd | +2 | +0 | +3 | +3 | Trapfinding +1 | +2 | +1 level of spellcasting class |
| 3rd | +3 | +1 | +3 | +3 | Ability boost (Cha +2) | +3 | +1 level of spellcasting class |
Kobold paragons have the following game statistics.
Charisma is the hallmark of the Kobold, enhancing their spellcasting powers, and Dexterity is a close second. Kobolds excel at tactical combat. Dexterity can help Kobold paragons survive combat with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring.
Any.
d6.
The Kobold paragon's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (arcana) (Int), Listen (Wis), Profession (mining) (Wis), Spellcraft (Int), and Swim (Str).
4 + Int modifier.
All of the following are class features of the Kobold paragon class.
Kobold paragons are proficient with all simple weapons and with light armor.
At each paragon level, a Kobold paragon gains new spells per day and spells known as if he had also gained a level in any one spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (class features, and so on). This essentially means that he adds the level of Kobold paragon to his level in that class, then determines spells per day, spells known, and caster level accordingly.
If a Kobold paragon has no levels in a spellcasting class, this class feature has no effect.
A Kobold paragon gains the Agile feat, providing +2 on all Balance and Escape Artist checks.
At 3rd level, a Kobold paragon's Charisma score increases by 2 points.
The Lissavaran paragon learns new ways to exploit his innate understanding and manipulation of space, at the same time that he continues to train in his chosen profession. Though less able to sustain damage than the typical adventurer, Lissavarans learn a number of tricks that enable them to avoid or minimize it, and the paragons of their race take that one step further.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Bonus to Spell Resistance | Spells per Day |
|---|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +2 | Magical Aptitude | +0 | +1 level of spellcasting class |
| 2nd | +2 | +3 | +3 | +3 | Knockback | +5 | +1 level of spellcasting class |
| 3rd | +3 | +3 | +3 | +3 | Ability boost (Wis +2) | +10 | +1 level of spellcasting class |
Lissavaran paragons have the following game statistics.
Lissavarans rely on Strength and Dexterity in combat. They excel at tactical combat, using their innate abilities to drive hit-and-run engagements with their enemies. Lissavaran paragons are also in need of Constitution, which can make them more able to withstand the physical dangers of adventuring.
Any.
d10.
The Lissavaran paragon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
4 + Int modifier.
All of the following are class features of the Lissavaran paragon class.
Lissavaran paragons are proficient with all simple weapons and with light armor.
At each paragon level, a Lissavaran paragon gains new spells per day and spells known as if he had also gained a level in any one spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (class features, and so on). This essentially means that he adds the level of Lissavaran paragon to his level in that class, then determines spells per day, spells known, and caster level accordingly.
If a Lissavaran paragon has no levels in a spellcasting class, this class feature has no effect.
A Lissavaran paragon has furthered his innate mastery over space, warping it in such a way as to hamper effective spellcasting against him. The spell resistance thus gained is a result of unique spatial disturbances rather than being an inherent quality in the normal sense, and stacks with spell resistance provided by any other sources (unlike normal spell resistance.)
A Lissavaran paragon gains the Magical Aptitude feat, providing +2 on all Spellcraft checks and Use Magic Device checks.
A Lissavaran paragon of sufficient level can manipulate space in such a way as to disrupt enemies' tactical placement. As a standard action, he may choose to subtract 4 from an attack roll and attempt a knockback. If the attack is successful, the victim must succeed on a Reflex save (DC = damage dealt) or slide 5 feet backwards (for melee attacks, this can be any direction of the paragon's choice.) If the target fails the saving throw by more than 20, it falls prone. Knockback can be used on any creature of size equal to or less than the Lissavaran's own size. This ability is otherwise identical to Awesome Blow.
At 3rd level, a Lissavaran paragon's Wisdom score increases by 2 points.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Alertness | — |
| 2nd | +2 | +0 | +3 | +0 | Improved Flight | +1 level of ranger |
| 3rd | +3 | +1 | +3 | +1 | Ability boost (Dex +2) | +1 level of ranger |
Erkor paragons have the following game statistics.
Dexterity can help Erkor paragons survive combat with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring. Wisdom is essential for casting Ranger spells and for being aware of surroundings.
Any.
d8.
The Erkor paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
6 + Int modifier.
All of the following are class features of the Erkor paragon class.
Erkor paragons are proficient with all simple weapons and with light armor.
At 2nd and 3rd level, an Erkor paragon gains new spells per day and spells known as if he had also gained a level in ranger. He does not, however, gain any other benefit a character of that class would have gained (ranger class features, and so on). This essentially means that he adds the level of Erkor paragon to his level in ranger, then determines spells per day, spells known, and caster level accordingly.
If an Erkor paragon has no levels in ranger, this class feature has no effect.
An Erkor paragon gains the Alertness feat if he does not already have it, granting +2 to Spot and Listen Checks.
At 2nd level, an Erkor paragon gains the Improved Flight feat if he does not already have it, increasing his maneuverability to Good.
At 3rd level, an Erkor paragon's Dexterity score increases by 2 points.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Alertness |
| 2nd | +2 | +3 | +0 | +0 | Fortification, Wild Talent |
| 3rd | +3 | +3 | +1 | +1 | Ability boost (Con +2) |
Half-crysmal paragons have the following game statistics.
Constitution is vital for half-crysmal paragons, making them more able to withstand the physical dangers of adventuring.
Any.
d8.
The half-crysmal paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
4 + Int modifier.
All of the following are class features of the half-crysmal paragon class.
Half-crysmal paragons gain no weapons or armor proficiencies.
A half-crysmal paragon gains the Alertness feat if he does not already have it, granting +2 to Spot and Listen Checks.
At 2nd level, a half-crysmal paragon's natural Light Fortification increases to Fortification, granting a 50% chance to take normal damage instead of critical or sneak attack damage.
A 2nd level half-crysmal paragon gains the Wild Talent feat if he does not already have it, granting 2 bonus power points.
At 3rd level, a half-crysmal paragon's Constitution score increases by 2 points.
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Alertness | — |
| 2nd | +2 | +3 | +0 | +3 | Quicken Spell-Like Ability | +1 level to all classes |
| 3rd | +3 | +3 | +1 | +3 | Ability boost (Cha +2) | +1 level to all classes |
Fengel paragons have the following game statistics.
Constitution is vital for fengel paragons, making them more able to withstand the physical dangers of adventuring. Charisma helps increase the effectiveness of their spells and spell-like abilities, as well as their armor class.
Any.
d8.
The fengel paragon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
2 + Int modifier.
All of the following are class features of the fengel paragon class.
Fengel paragons gain no weapons or armor proficiencies.
At second and third levels, a fengel paragon gains new spells per day and spells known as if he had also gained a level in each spellcasting class he already belongs to. He does not, however, gain any other benefit a character of that class would have gained (class features, and so on). This benefit does not apply to spellcasting classes entered after the paragon level is gained.
If a fengel paragon has no levels in a spellcasting class, this class feature has no effect.
A fengel paragon gains the Alertness feat if he does not already have it, granting +2 to Spot and Listen Checks.
At 3rd level, a fengel paragon's Charisma score increases by 2 points.
All content on this site, Flay,
is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.