Paragon Paths

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Paragon Paths

Postby Angel Tarragon » Thu Mar 12, 2015 9:35 pm

Overview
Paragon paths work similarly to classes, even thought they are not true classes; they have levels and provide cool features, but that is where the similarity ends. They do not provide the benefit of increasing your Base Attack Bonus, hit points or your saving throws (though the features of the path may, a bonus based on path level does not).

A character that meets the prerequisites for a paragon path may acquire levels in it, but can only pursue one paragon path to the exclusion of all others. There are usually prerequisites for a paragon path based immersive role-playing. For example, becoming a Draconic Disciple requires a character to have met a dragon, be on friendly terms with it, have continual contact with it and to enter a blood bond with it.

When a character receives enough experience points to achieve any character level divisible by three (3rd, 6th, etc.), they can gain a level in a paragon path. For example, Kandra the rogue wishes to pursue the Draconic Disciple paragon path. When she reaches her third character level she may take the first level in it, when she reaches her sixth character level she may take the second level, when she reaches her ninth character level she may take the third level, and so on and so forth.

Paragon Paths
  • Arcanum Avatar: You draw upon mystic power to reforge yourself to become a herald of living magic embodied.
  • Draconic Disciple: You become an inheritor of draconic might and you are the voice and authority of dragons when they cannot be present.
  • Dwarven Exemplar: You draw upon the power of your ancestry to become more than an ordinary dwarf.
  • Elven Exemplar: You draw upon the power of your ancestry to become more than an ordinary elf.
  • Giant Ascendant: You draw upon elemental power to transcend your racial limits in order to become a Giant.
  • Human Exemplar: You draw upon the power of your ancestry to become more than an ordinary human.
  • Legendary Hero: You are blessed with divine insight and are capable of astonishing accomplishments.
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Angel Tarragon
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Re: Paragon Paths

Postby Angel Tarragon » Fri Mar 13, 2015 12:09 am

Arcanum Avatar
Pursuing magical arts is paramount to those that wish to unlock the mysteries and secrets of the universe. Those that pursue the path of cleric, sorcerer or wizard feel the calling to truly become masters of all things magical. By pursuing this paragon path you become more attuned to magical energies of the universe and eventually become a part of magic rather than being a separate entity that only taps into it.

Role: There are those that use magic and there are those that want to be magic. Creatures that pursue the arcanum avatar paragon path learn that magic is ever pervasive and it lends itself to life in many ways. The magic of the universe bends, snaps and reforms many times and the body of the creature that pursues its ultimate prize finds that they are reformed by magic as well as they continue to increase in power along this path. In essence they become that which they seek. The magic of the body, heart, mind and soul of the creature snaps and reforms, transcending their mortal capabilities. These creatures find themselves to be living heralds and proxies of the magic of the universe.

Prerequisites:
To qualify for the arcanum avatar paragon path, a character must fulfill all of the following criteria:


Path Features
Weapon & Armor Proficiency: Arcanum Avatars do not gain proficiency with any weapons or armor.

Aspect: At 1st level the arcanum avatar chooses one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

One With Magic: As you gain levels in the arcanum avatar paragon path you add your paragon level to your class level in any one spell-casting class you belonged to before entering this paragon path, but exclusively for determining your caster level, spells known and spells castable per day.

One Heart, One Body (Su): A number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3 you can become a living conduit for magical energies as a swift action. Any attack you make, whether armed or unarmed is treated as magical for the purpose of overcoming damage reduction.

One Mind, One Soul (Su): A number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3 you are able to manipulate the ambient magical energy around you to imbue an unarmed attack or held weapon with a magical bonus to hit and damage your opponents equal to your paragon path level -1. If you are currently wielding a weapon that is magical, its qualities supersede this power. Activating this ability is a swift action.

Union of the Body & Soul (Su): You are never caught weaponless. You may create one weapon you are proficient with at will by coalescing and solidifying surrounding ambient magical energies and it has a magical bonus to hit and damage your opponents equal to your paragon path level -1 as an immediate action. You can use this ability a number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3. If you are disarmed on relinquish your grip on the weapon, it is reabsorbed by the magical fabric of the universe. Activating this ability is a move action.

Avatar Aspects
    Body: This aspect attunes your body to the flow of magic and makes you less susceptible to effects that would usually hurt or harm mortals.
    • 1: You gain +5 hit points per body aspect level.
    • 2: You are immune to all diseases, including supernatural and magical diseases. If you already have or eventually gain this ability from another source you instead gain +5 hit points per body aspect level (which stacks with the bonus hit points gained from your first body aspect level for a total of +10 hit points per body aspect level).
    • 3: You gain you choice of Evasion or Uncanny Dodge (see the Rogue class features of the same name). If you already have Evasion or Uncanny Dodge, you automatically gain Improved Evasion or Improved Uncanny Dodge instead.
    • 4: Once per round you are able to "blink" between your current location to another spot that you have line of sight to that is no farther from you than quadruple (x4) your base land speed. Using this ability counts as a move action.
    • 5: You start to become an extension of magic made physically manifest. Your skin changes to silvery white and you are freed from the bonds of time and no longer age (any aging affects already in place remain). In addition you no longer have any need to eat, sleep or breathe as you draw sustenance from magic itself.
    • 6: You are now a full representation of magic made physically manifested. Your body is now only a shell that you can shed for a total of 42 rounds per day plus an additional number of rounds per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher).
      --> When you are without a physical form you gain the benefit of the ethereal jaunt and fly spells (the fly spell stats change to Range: Personal, Target: You), except they are used as supernatural abilities. Your effective caster level for this ability is equal to highest caster level in any one spell-casting class that you have.
      --> In addition your type changes to Outsider (arcanum). The arcanum sub-type works exactly like native sub-type but is exclusive to creatures that gain this paragon aspect ability.

    Heart: This aspect floods your heart with the energies of the universe and enables you to become at one with it as well as sharing it with those less fortunate enough to know that power.
    • 1: You gain a +4 untyped bonus to your Charisma.
    • 2: You gain a bonus equal to your Charisma modifier on all your saving throws.
    • 3: You gain a +4 untyped bonus to your Charisma.
    • 4: You add add your Charisma bonus as a deflection bonus to your Armor Class and CMD if you wear no armor.
    • 5: You gain a +4 untyped bonus to your Charisma.
    • 6: Once per day plus an additional number of times per day equal to your Charisma modifier you are able to cry and collect your tears into a vial. The collected tears act as potions of cure critical wounds that have an effective caster level equal to half the highest caster level in any one spell-casting class that you have. You are able to keep or distribute these potions as you desire.

    Mind: This aspect attunes your mind to the flow of magic and attritions you against dominating and enchanting effects.
    • 1: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
    • 2: You gain a bonus on your Will saves against all enchantment spells and effects equal to twice your mind aspect level.
    • 3: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
    • 4: You gain the Slippery Mind ability (see the Cleric class feature of the same name). If you already have or eventually gain this ability from another source, you are able to make two additional saves instead just one additional that you are normally allowed, but can only make one save per round.
    • 5: You gain a +4 untyped bonus to either your Intelligence or Wisdom.
    • 6: You are now immune to all enchantment spells and effects.

    Soul: This aspect attunes your soul to the ebb and flow of magic and allows you to better perceive and use the energies that pervade the multiverse.
    • 1: You gain a competence bonus equal to your soul aspect level on all Knowledge (Arcana), Spellcraft and Use Magic Device skill checks.
      --> In addition the character automatically gains all spells listed in the Magic cleric domain even if they are unavailable to spell-casters of your class. If these spells are already available to you gain a bonus on your caster level when casting them equal to half your soul aspect level.
    • 2: Whenever you are the target of any spell, as a swift action you can grant all allies with a 15 feet of you a competence bonus on their next task resolution roll (any d20 roll) equal to half your soul aspect level that they make before the end of their next turn. You can use this ability a number of times per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher) +3.
    • 3: At will, as a free action, you are able to shed light as if you were carrying a torch, bullseye lantern, common lamp or a hooded lantern. You can dismiss this light as an immediate action.
    • 4: You gain Phantasmal Perception (see the Anchorite class feature of the same name).
    • 5: You start to become an extension of magic made physically manifest. Your skin changes color to silvery white and you are biologically altered; you no longer appear to age (though you do and you die when your time is up) and you no longer suffer from physical degradation due to age (you no longer take penalties for aging). In addition you no longer have any need to eat, sleep or breathe as you draw sustenance from magic itself.
    • 6: You are now a full representation of magic made physically manifested. Your body is now only a shell that you can shed for a total of 42 rounds per day plus an additional number of rounds per day equal to your Intelligence, Wisdom or Charisma modifier (whichever is higher).
      --> When you are without a physical form you gain the benefit of the ethereal jaunt and fly spells (the fly spell stats change to Range: Personal, Target: You), except they are used as supernatural abilities. Your effective caster level for this ability is equal to highest caster level in any one spell-casting class that you have.
      --> In addition your type changes to Outsider (arcanum). The arcanum sub-type works exactly like native sub-type but is exclusive to creatures that gain this paragon aspect.
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Re: Paragon Paths

Postby Angel Tarragon » Fri Mar 13, 2015 3:19 am

Draconic Disciple
Dragons were once mortals who discarded their mortality to be something greater. All the dragons in the world make up a council that acts as a United Nations of sorts. When an act is needed on their part to help in the daily affairs of lesser beings, the council must have a three-fourths majority vote to put it into action. Any less is grounds to let the lesser beings deal with the matter on their own. It is not uncommon for draconic disciples to be advisers to kings and queens and other notable figures of authority within a specified region.

Role: You are one of the few that have been chosen to be the voice and power of dragons in their absence. You are able to enforce their laws. Those around you might get a sense of sense of your elite status and will pull their act together so as to not be on the receiving end of the council's wrath. In addition to being an enforcer of the laws of dragon-kind, you also take on aspects that make you like your sponsor.

Prerequisites
To qualify for the draconic disciple paragon path, a character must fulfill all of the following criteria:
Alignment: As dragons come in all alignments, so too do draconic disciples.
Skills: Knowledge (Arcana) 2 ranks, Knowledge (History) 2 ranks
Feats: Persuasive, Skill Focus (Diplomacy)
Languages: Draconic
Special: Must have met a dragon that will agree to sponsor you.


Path Features
Weapon and Armor Proficiency: Draconic disciples do not gain proficiency with any weapons or armor.

Aspect: At 1st level the draconic disciple choose one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Commanding Presence (Ex): Draconic disciples are treated as dragons for the purpose of being immune to other dragons frightful presence. In addition you Leadership as bonus feat. At 2nd path level and each path level thereafter you gain a +1 bonus to your Leadership score.

Hearty (Ex): The draconic disciple enjoys a +2 racial bonus to her Constitution score.

Revered Emissary (Ex): The dragon disciple commands and demands respect from mortals. Due to your stature you gain a +2 racial bonus on all Charisma and Charisma based checks. In addition you gain an immediate bonus equal to twice your path level on all Charisma based interaction checks when your authority is questioned.

Expert Dragonrider (Ex): When you ride a dragon that willingly allows you to do so, you never risk falling off.

Favored Disciple (Ex/Sp): Out of all the disciples your draconic sponsor has, you are among the limited few that he or she favors. Your rapport with your sponsor allows you to the privilege of being able to attend the debates of the draconic council. In addition you form a telepathic bond with your sponsor which only works when the two of you on the same plane. With your permission your sponsor can teleport you to their side (if you are unconscious they can do this automatically). The telepathic bond is extraordinary and the teleport ability is spell-like.

Avatar Aspects
    Body: This aspect grants you some of the same resiliencies as your draconic sponsor.
    • 1: You gain a +2 natural armor bonus, resistance 5 to the type of energy her draconic patron uses and you gain a +4 racial hit point bonus.
    • 2: Your natural armor bonus increases to +4, your resistance increases to 10 and you gain an additional 8 hit points (the total hit point adjustment to the character at this point is +12 hit points).
    • 3: Your natural armor bonus increases to +6, your resistance increases to 15 and you gain an additional 12 hit points (the total hit point adjustment to the character at this point is +24 hit points).
    • 4: Your natural armor bonus increases to +8, your resistance increases to 20 and you gain an additional 16 hit points (the total hit point adjustment to the character at this point is +40 hit points).
    • 5: Your natural armor bonus increases to +10, you gain immunity to the type of energy her draconic patron uses and you gain an additional 20 hit points (the total hit point adjustment to the character at this point is +60 hit points).
    • 6: You type changes to dragon, you gain DR 10/magic and you gain spell resistance equal to your character level +10. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds your spell resistance.

    Heart: This aspect toughens you up and allows you to make blasts of elemental might like that of your draconic sponsor.
    • 1: You gain an elemental blast attack; this is a ranged touch attack that has a range of 30 feet. Your elemental blast deals 2d4 of damage. The type of damage your elemental blast deals is of the same elemental descriptor that your draconic sponsor has chosen for their breath weapon. If the target of your elemental blast attack takes damage, they can attempt a Fortitude save to take half damage. The save DC against your elemental blast attack is 10 + 1/2 your HD + your Con modifier. You can use your elemental blast attack a number of times per day equal to your Con modifier +3.
    • 2: The range of your elemental blast attack increases to 60 feet and it deals 2d6 points of damage and you gain one additional daily use of it per day.
    • 3. The range of your elemental blast attack increases to 90 feet and it deals 3d6 points of damage and you gain one additional daily use of it per day.
    • 4: The range of your elemental blast attack increases to 120 feet and it deals 4d6 points of damage and you gain one additional daily use of it per day.
    • 5: The range of your elemental blast attack increases to 150 feet and it deals 5d6 points of damage and you gain one additional daily use of it per day.
    • 6: The range of your elemental blast attack increases to 180 feet and it deals 6d6 points of damage and you gain one additional daily use of it per day.

    Mind: This aspect allows you to sharpen and hone your senses while also granting the mental abilities of your draconic sponsor.
    • 1: You gain a +2 racial bonus on paralysis and magic sleep effects, low-light vision and a +2 racial bonus on Perception checks.
    • 2: Your racial bonus on paralysis and magic sleep effects increases to +3 and you gain darkvision out to 30 feet.
    • 3: Your racial bonus on paralysis and magic sleep effects increases to +4, and the range of your gain darkvision increases to 60 feet.
    • 4: Your racial bonus on paralysis and magic sleep effects increases to +5, you gain blindsense out to 30 feet, the range of your gain darkvision increases to 90 feet and your low-light vision allows you to see three times as far as a human in conditions of dim light..
    • 5: Your racial bonus on paralysis and magic sleep effects increases to +6, the range of your blindsense increases to 45 feet and the range of your gain darkvision increases to 120 feet.
    • 6: You gain immunity to paralysis and magic sleep effects, your blindsense increases to 60 feet and your low-light vision allows you to see four times as far as a human in conditions of dim light.

    Wings: You undergo an intense transformation for each level of this aspect that makes you more like your winged sponsor. The character must spend at least one day in hibernation for each level of this aspect, during that day she enters a chrysalis and emerges from it the next day with the abilities associated with each level taken in this aspect.
    • 1: You emerge from your chrysalis with a pair of wings that grant you a +10 racial bonus on Acrobatics (Jump) checks and you always count as having a running start when making jump checks using Acrobatics. In addition you gain the limited ability to glide using your wings. When using her gliding as a mode of transportation, you must catch an updraft or you starts to descend; the character has a glide speed of 30 feet and has poor maneuverability. A character cannot glide if she is carrying more than a light load.
      --> You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.
      --> If you becomes unconscious or helpless whilst in the air powerful ligaments in your wings stiffen them allowing you to descend in a tight corkscrew. You take damage from a fall, but only if the distance fallen is more than 10 feet and any damage taken is halved due to a controlled descent. If you succeed on a Fort save (DC 15 + 5 for every ten feet fallen beyond the first ten feet, DC 20 for 11-20 feet fallen) the amount of damage taken from a fall is quartered (one-fourth, or 1 point of damage for every 4 points of damage rolled). You take no damage for a fall of 10 feet or less.
    • 2: Your expertise with your wings grants you a fly speed of 30 feet with average maneuverability (you can ascend at half speed and descend at double speed). If the character does not have fly as a class skill she gains it and has a bonus on Fly skill checks equal to half her character level (maximum +10). Your fly speed is reduced to 20 feet if you wear medium or heavy armor, or carrying a medium or heavy load.
    • 3: Your fly speed increases to 60 feet. If wearing medium or heavy armor or carrying a medium or heavy load, your fly speed is reduced to 50 feet. You can hustle without taking nonlethal damage (a forced march still requires Constitution checks), this means you can cover 96 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).
    • 4: You are becoming quite adept at using your wings and can fly without tiring. Your fly speed increases to 90 feet, but your maneuverability does not change (this means you can hustle while flying to cover 144 miles, or 128 miles if encumbered). You can dive (this is resolved like a charge), but you must move a minimum of 30 feet and descend at least 10 feet. You can only make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. You can run while flying, assuming you fly in a straight line.
    • 5: Your wings allow you to fly faster and can support a heavier load; your fly speed increases to 120 feet and you are able of to wear medium armor or carry a medium a load without it affecting your fly speed; while hustling you can cover 192 miles in an 8 hour span or 176 with while wearing heavy armor or heavily encumbered.
    • 6: You are a true master of your wings and you feel as comfortable in the clouds as you do on your feet; your fly speed increases to 150 feet and you are able to carry a heavy load while flying; while hustling you can cover 240 miles in an 8 hour span.
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Re: Paragon Paths

Postby Angel Tarragon » Wed Mar 18, 2015 10:00 pm

Dwarven Exemplar
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Re: Paragon Paths

Postby Angel Tarragon » Thu Mar 19, 2015 6:40 am

Elven Exemplar
Elves are guardians of knowledge and are masters of martial and mental exercises. Most elves are aware of their close ties to the natural world, but don't realize that with dedication they break the barrier of elven traits and actually become more fey-like. As you gain levels in this paragon path you gain abilities that are usually exclusive to certain types of fey and depending on how far you are willing to go with an appropriate aspect you can actually change your type from elf to fey.

Role: You are one of the few elves that realize your fey ancestry and pursue the goal of becoming more fey like. Elves that pursue this paragon path strengthen their ties to nature and the realm of fey things. Elves that go all the way with the body, heart or soul aspect find that they actually become a creature of nature and most often sever their ties to the civilized lands to get back to their natural roots and become guardians and protectors of nature.

Prerequisites
To qualify for the elven exemplar paragon path, a character must fulfill all of the following criteria:
Race: Elf or Half-Elf
Skills: Knowledge (Arcana) 2 ranks, Knowledge (History) 2 ranks, Spellcraft 2 ranks.
Languages: Elven, Sylvan.


Path Features
Weapon and Armor Proficiency: Elven exemplars do not gain proficiency with any weapons or armor.

Aspect: At 1st level the elven exemplar chooses one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Healing Touch (Su): Once per day as a swift action you can heal yourself or another willing creature of XD6+Y+Z damage, with X equaling your paragon path level and Y equaling twice your paragon path level and Z equaling your character level. For example, Veena the elf takes her first level in this paragon path which allows her to heal 1D6+5 damage (+2 for first level elven exemplar, +3 for 3rd character level).
--> You gain one additional additional daily use of this ability per paragon path level you have.

Uncanny Expertise (Ex): The character gains a racial bonus equal to her paragon path level on attack and damage rolls with weapon[s] she selected to be proficient with as part of her racial traits.

Eldritch Soul (Su): When the character wields the weapon[s] she selected to be proficient with as part of her racial traits it is treated as magical [with a bonus equal to the characters' bonus from Uncanny Expertise] for the purpose of overcoming damage reduction.

Orc Slayer (Su): When the character wields the weapon[s] she selected to be proficient with as part of her racial traits it is treated as having the Bane magical weapon quality but only in regard to being effective against Orcs.

Orc Reaver (Su): When the character wields the weapon[s] she selected to be proficient with as part of her racial traits it is treated as having the Bane and Vorpal magical weapon quality but only in regard to being effective against Orcs.

Avatar Aspects
    Body: This aspect improves your visual acuity and perception as well as enhancing your physical qualities.
    • 1: You can see farther in conditions of dim light; the multiplier of your low-light vision increases by +1 (x2 becomes x3, x3 becomes x4, etc.). In addition you gain an insight bonus on Perception checks equal to your body aspect level x2 (+2 at 1, +4 at 2, etc.).
    • 2: You gain a +2 untyped bonus to any one of the following ability scores; Strength, Dexterity or Constitution.
    • 3: You gain a racial bonus to your base speed equal to your body aspect level x5.
    • 4: You gain a +2 untyped bonus to any one of the following ability scores; Strength, Dexterity or Constitution.
    • 5: As a standard action you can stun a creature within 30 feet of you with a look. If the target creature fails a Fort save (DC 15 + your Charisma modifier), they are stunned for a 2D4 rounds.
    • 6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.
      --> In addition you gain Damage Reduction 10/Cold Iron.

    Heart: This aspect improves your beauty and enhances your resistances.
    • 1: You gain +4 racial bonus to your Charisma.
    • 2: Your racial bonus on saves against enchantment spells and effects increases by an amount equal to your heart aspect level (+4 upon gaining this ability, +5 at 3, etc.).
    • 3: You gain +4 racial bonus to your Charisma.
    • 4: You add your Charisma modifier as a racial bonus on all your saving throws and as a deflection bonus to your Armor Class.
    • 5: You gain +4 racial bonus to your Charisma.
    • 6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.
      --> In addition all creatures within 30 feet of you that look directly at you must succeed on a Fort save (DC 15 + your Charisma modifier) or be blinded permanently. You can suppress or resume this ability as a free action.

    Mind: This aspect hones and improves your mental prowess.
    • 1: Your telepathic abilities flare to flare to life and grants you the ability to pick up on the attitudes and emotions of all creatures out to a radius of 30 feet you are able to empathic; you apply a racial bonus on all Bluff and Diplomacy checks equal to to twice your heart aspect level to all creatures within your telepathic field.
      --> For each additional mind aspect level gained the radius your telepathic field increases by +30 feet.
    • 2: You gain the ability to use mage hand and open/close at will as extraordinary abilities, but with the following modifications; the range limit must within your telepathic field and the maximum weight cannot exceed 30 pounds.
      --> For each additional mind aspect level gained the weight limit of this ability increases by +15 pounds.
    • 3. You gain the ability to kinetically bull rush an opponent that you have line of sight to, however they must be within your telepathic field. This is resolved as a normal bull rush, however you do not move.
    • 4. You gain a psychokinetic slam attack, which can only be used against creatures or objects within your telepathic field. Resolve it as a normal slam attack, but add your mind aspect level to the attack roll and twice your mind aspect level to determine the total damage. Any damage you dole out is treated as force damage.
      --> For each additional mind aspect level gained you gain +1 die to your psychokinetic slam attack as well as increasing the damage die of it by one step, for a total of two increases at when you achieve 6th level in mind aspect; d2 -> d3 -> d4 -> d6 -> d8 -> d10 -> d12.
    • 5. As a swift action you are able to envelop yourself in a field of telepathic energy which grants you an untyped bonus to your AC equal to twice your mind aspect level. This ability can be maintained each round by using a swift action.
    • 6. You are able to distill any weapon you are proficient with from pure thought energy. The weapon manifests physically in your hand and remains for as long as you do not relinquish your grip on it (or it is sundered from your grip). If you manifest the weapon you chose to be proficient with as part of your racial traits, any benefits provided to it based on your paragon path level abilities fully apply.
      --> In addition when wearing psychic armor you gain DR 10/-.

    Soul: This aspect infuses you with positive energy that changes you and allows you to use it to your own ends.
    • 1: When you use your Healing Touch paragon path ability you add your soul aspect level to the amount of dice rolled to determine how much damage is healed. In addition you gain one additional daily use of your Healing Touch paragon path ability per soul aspect level.
    • 2: Positive energy has flooded your body and soul to the point that you can shed light like a torch. As a swift action you can switch this ability on and your skin becomes luminous, but not hot to the the touch.
      --> In addition you gain immunity to all diseases, including supernatural and magical diseases.
    • 3: Any undead that attempt to feed on you or siphon life energy (such as energy drain attacks) must succeed on a Fort save (DC 18 + twice your soul aspect level; DC 24 upon gaining this ability at your second aspect level) to affect you. If they fail, the creature takes an amount of damage equal to your character level + your paragon path level +4. Undead that are destroyed in an attempt to feed on you are completely disintegrated without leaving any remnants of their unlife behind.
    • 4: You emit a field of positive energy, forcing the effect of the minor positive-dominant planar trait out to a radius of 40 feet; due to this you gain Fast Healing 2.
    • 5: As you near the pinnacle of becoming a being of ascended light energy, you become immune to blindness and deafness. In addition you no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.
    • 6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.
      --> In addition can no longer be harmed by negative energy and no longer suffer the effects of ability or level drain.
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