Single Class Paragon Descriptions

Below is a suggested listing, class by class, of the Single-Class Paragon bonuses PCs accrue for taking this option. DMs should tailor these lists to suit the campaign style (power level, flavor, etc) of their group.

Please bear in mind the purpose of the Single-Class Paragon is to remove the unbalancing effect of character optimization from the game, by raising single-class players up rather than restricting optimizers. It's also designed to make it easier for newer players to keep up with a simple character rather than having to learn how all the classes work so they can multi-class effectively, etc.
.

Other Considerations

  • The suggested paragon bonuses are not necessarily equal to each other, because the 3.5 d20 System base classes aren't balanced level for level (for example, single-class Druids are far more powerful than single-class Barbarians, Rules As Written.) So, the list below attempts to compensate for this as well.
  • When using Variant Classes from the d20 SRD, such as Urban Rangers and Totem Barbarians, consider modifying the Paragon Bonuses to fit the Variant Class appropriately. In general, Paragon Bonuses should always enhance / emphasize the archetypal abilities of the class in question. For example, a Paragon Barbarian's Rage ability is a little (or a lot) better than a normal Barbarian's rage ability, pound for pound. Also, try to stay away from giving bonuses that players could easily duplicate through commonly available feat selections, etc. These things should be unique and RP-based.

.

Barbarian

  • 1st Level: Bonus Feat: Diehard. Bonus Feat: Toughness. Damage Reduction Enhancement: DR 1/-. Rage Enhancement: +1 Rage / day. Rage Enhancement: +10' Movement while Raging. Rage Enhancement: +2 DEX while raging.
  • 5th Level: Trap Sense Enhancement: +1. Damage Reduction Enhancement: +1 DR/-. Rage Enhancement: +1 Attack at your highest Base Attack when you use the Full Attack action while Raging. Rage Enhancement: Double damage on a Charge while Raging. Rage Enhancement: You are considered 1 Size Category larger for purposes of Strength checks and unarmed strike damage while Raging.
  • 10th Level: +2 STR. Improved Uncanny Dodge Enhancement: +2 effective class level. Damage Reduction Enhancement: +1 DR/-. Rage Enhancement: +1 Rage / day. Rage Enhancement: Postpone Death effects while Raging (any Death effect from a spell, etc, will "wait" until your Rage is over.) Rage Enhancement: Immune to Fear while Raging. Rage Enhancement: Rage lasts 5 rounds longer than normal.
  • 15th Level: Trap Sense Enhancement: +1. Damage Reduction Enhancement: +1 DR/-. Rage Enhancement: Double DR while Raging. Rage Enhancement: Enhanced Power Attack while Raging (1:1.5 with a one-handed weapon, 1:3 with a two-handed weapon). Rage Enhancement: Frightful Presence while Raging (30' Radius, Will Save DC = Level + STR Mod, or be Shaken, those who make their save are immune to repeated exposure for the next 24 hours.)
  • 20th Level: +2 CON. Improved Uncanny Dodge: +2 effective class level. Damage Reduction Enhancement: +1 DR/-. Rage Enhancement: +1 Rage / day. Rage Enhancement: While Raging, cannot be tripped, bull rushed, grappled, disarmed, trampled or overrun. Rage Enhancement: Immune to Compulsion, Petrification, Level Drain and Ability Damage/Drain effects while Raging. Rage Enhancement: Freedom of Movement while Raging. Rage Enhancement: Fast Healing = CON mod while Raging.

Bard

[ UNDER CONSTRUCTION ]

  • 1st Level:
  • 5th Level:
  • 10th Level:
  • 15th Level:
  • 20th Level:

Cleric

  • 1st Level: Domain Enhancement: Spontaneous Domain Casting (you can spontaneously cast Domain Spells, the same way you do Cure/Inflict spells). Turn/Rebuke Undead Enhancement: +1 effective character level for Turning / Rebuking Undead. Turn/Rebuke Undead Enhancement: As a Full Round Action you may spend a Turn/Rebuke Undead attempt to seal a door or portal with positive (or negative) energy. You or others can be unseal it by performing an opposed Turn Check. If the same type of energy you originally channeled is used, they need only reach your Hit Dice (at the time you sealed the portal) on their Turn check. If the opposing type of energy is used, they must also do as much or more Turning Damage as you did. For anyone trying to break down the door by force, it has the normal DC for a locked door of its type + your Cleric level. The duration of this effect is indefinite.
  • 5th Level: Bonus Feat: Extra Turning. Turn/Rebuke Undead Enhancement: You may spend a Turn Undead attempt to double the amount healed from a Cure spell you cast, or Rebuke Undead attempt to double the damage of an Inflict spell you cast, as part of casting that spell. Turn/Rebuke Undead Enhancement: You can expend one of your daily Turn/Rebuke uses generate a 60’ radius Emanation of Bright Light (or Profane Light) around yourself and Shadowy Illumination out to 120’; all [darkness] effects up to 3rd level within the area-of-effect are suppressed. In addition, all non-Evil (or non-Good) creatures within a 60’ radius Emanation receive a +2 Morale bonus on saves vs. Fear, Poison, Disease, & Death effects, while Evil (or Good) creatures receive a –2 penalty on saves vs. Fear. Lasts for 10 minutes.
  • 10th Level: Domain Enhancement: Bonus Domain (select a 3rd domain from your Deities list of Domains). Turn / Rebuke Undead Enhancement: You can Turn / Rebuke Undead as a Move action, though you can still only Turn / Rebuke Undead once per round. Turn/Rebuke Undead Enhancement: You can spend one of your Turn/Rebuke Undead uses to grant all allies in a 60’ radius Burst (including yourself) the ability to reroll their miss chance from incorporealness (melee attacks only). This lasts for 1 minute, and can only be used to reroll once per melee attack.
  • 15th Level: Turn / Rebuke Undead Enhancement: +1 effective character level for Turning / Rebuking Undead. Turn/Rebuke Undead Enhancement: You may choose to spend a Turn Undead attempt to gain your CHA Mod as a Sacred bonus to AC, for your CHA Mod in rounds. Turn/Rebuke Undead Enhancement: You may choose to spend a Turn Undead attempt to remove 1 Negative Level and 1d4 points of Ability Damage / Drain from all allies in the area of effect (points distributed as they choose), or you may choose to spend a Rebuke Undead attempt to inflict 1 Negative Level and 1d4 points of Ability Damage to all enemies in the area of effect (roll 1d6 to randomly determine which ability score is damaged for each point) if they fail a Fortitude Save DC = Cleric Level + CHA mod.
  • 20th Level: Domain Enhancement: Bonus Domain (select a 4th domain from your Deities list of Domains). Turn/Rebuke Undead Enhancement: Ignore Turn Resistance. Turn/Rebuke Undead Enhancement: If you spend two of your daily uses of Turn/Rebuke Undead instead of one, the Undead you turn are Destroyed/Commanded.

Druid

  • 1st Level: Animal Companion Enhancement: +2 effective class level. Wild Empathy Enhancement: You gain +4 on all Wild Empathy checks. Nature Sense Enhancement: You gain double the normal bonuses.
  • 5th Level: Wild Shape Enhancement: +1 effective class level (forms you have access to, durations, etc.)
  • 10th Level: Bonus Feat: Plant Defiance. Wild Shape Enhancement: You may speak while Wildshaped, although the pitch & tone will be distorted based on your form.
  • 15th Level: Bonus Feat: Plant Control. Wild Shape Enhancement: You may Wildshape as Move action.
  • 20th Level: Wild Shape Enhancement: Wild Shape as a swift action. You may spend a use of Wildshape to gain a +7 Enhancement Bonus to Natural Armor for 1 hour per Level.

Fighter

  • 1st Level: Base Attack Enhancement: Your Base Attack bonus is +1 higher than normal. Fighter-Specific Feats Enhancement: You can qualify 2 Levels earlier than normal for any feat that lists Levels of the Fighter Class as a prerequisite. Extraordinary Ability: Group Tactical Command (In combat, as a free action you may speak to all allies within 30 feet who can hear you, advising them on tactical maneuvers. In any round in which you do this, you and all allies gain a +1 to all bull rush, disarm, sunder, trip, feint and overrun checks, an extra +1 AC when Fighting Defensively or using the Total Defense action or Expertise feat, an extra +1 to attack rolls while Flanking, and can Take 10 on all Aid Another rolls. You must speak about tactics for the entire Round and are unable to have other conversations during this time. This ability cannot be used if your allies cannot hear you.) Extraordinary Ability: Tactical Feint (You may use your Base Attack bonus instead of your Bluff modifier when using the Feint action, at your option.)
  • 5th Level: Extraordinary Ability: Resist Flanking (Attackers do not gain any bonus on their attack rolls from flanking you. This ability grants no effect whenever you are attacked without the benefit of your Dexterity modifier to Armor Class, such as when you are flat-footed. You may still be sneak attacked when flanked.) Extraordinary Ability: Evasive Attack (You have mastered the technique of using offense and defense at the same time. As a Full Round Action, make one attack at your highest Base Attack bonus. Until the start of your next turn, you gain a +2 Dodge bonus to AC.) Extraordinary Ability: Aggravating Charge (To use this ability, you must charge and make the attack at the end of the charge. Take a penalty on your AC of –5 or more, up to your Base Attack bonus. In addition to normal charge modifiers (which give you a –2 penalty to AC and a +2 bonus on the attack roll), you gain the same amount you took as a penalty to AC as bonus damage, or twice that amount with a two-handed weapon. The AC penalty and damage bonus last until the start of your next turn. If you have the Power Attack feat, you can mix and match the penalties assigned between AC and your attack roll, but you cannot exceed your Base Attack bonus in total penalties taken for bonus damage.) Group Tactical Command Enhancement: You and your allies bonuses from this ability all improve to +2.
  • 10th Level: Evasive Attack Enhancement: Your Dodge bonus improves to +4. Extraordinary Ability: Counterstrike (You know how to hold back on some of your offensive prowess to enable a potent counter attack. As a Full Round Action, make one attack at your highest Base Attack bonus. At any time before the start of your next turn, you can use an Immediate Action to make a melee attack using your highest Base Attack bonus against an opponent who attacks you in melee, before their attack against you is resolved.) Extraordinary Ability: The Clinch (You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.) Group Tactical Command Enhancement: You can now affect all allies within 60 feet. You and your allies bonuses from this ability all improve to +3, and bonuses to attack rolls or AC from the Aid Another action improve to +3.
  • 15th Level: Evasive Attack Enhancement: Your Dodge bonus improves to +6. Extraordinary Ability: Finish Him! (You can focus your attention in combat to deliver a single deadly attack. As a Full Round Action make a single attack at your highest Base Attack bonus. You deal double maximum damage. Any attacks you do before the start of your next turn do double normal damage. If you are using your Group Tactical Command ability, any of your affected allies who attack the same opponent you targeted, and who do not need to make more than a 5 foot step to reach your target or are using a ranged weapon, can utilize part of this ability as well: gain double maximum damage on their single attack, but they do not do double normal damage on any other attacks before the start of their next turn.) Extraordinary Ability: Stay The Line! (You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If you are using your Group Tactical Command ability, your affected allies can utilize this ability as well.) Group Tactical Command Enhancement: You and your allies bonuses from this ability all improve to +4, and bonuses to attack rolls or AC from the Aid Another action improve to +4.
  • 20th Level: Evasive Attack Enhancement: Your Dodge bonus improves to +8. Resist Flanking Enhancement: You only suffer half the normal Sneak Attack damage when flanked. If an opponent has an ability that allows them to flank you when they're not in standard flanking position (i.e. directly opposite one of their allies), it doesn't work against you. This ability still grants no effect whenever you are attacked without the benefit of your Dexterity modifier to Armor Class, such as when you are flat-footed. Counterstrike Enhancement: You can make 2 counter attacks in a round, though the second one is at a -5 penalty. Finish Him! Enhancement: You and any allies using this ability cannot fumble when making this attack, and a roll of 1 is not an automatic miss. Stay The Line! Enhancement: You and any allies using this ability gain a +4 on their attack rolls against the charging opponent. Tactical Feint Enhancement: You may add either half your Base Attack bonus to your Bluff skill, or vice versa, when Feinting, at your option. Group Tactical Command Enhancement: You can now affect all allies within 100 feet. You and your allies bonuses from this ability all improve to +5, and bonuses to attack rolls or AC from the Aid Another action improve to +5.

.

Racial Variation: Guardians
The Guardians were created and implemented in the Sartii Royal Guard largely to deal with the threat of Ravannah's Underdark allies; the Minotaurs and enlarged Duergar are difficult for Medium Size creatures to deal with, and tunnel-fighting is somewhat foreign to Sartii's troops. As such, Guardian characters who take the Single-Class Paragon Fighter do not gain the Group Tactical Command ability or any of it's enhancements. Instead, they gain the following:

  • 1st Level: Extraordinary Ability Maul Obstacles (You gain +2 to AC and Saves vs. Traps, and +5 on Strength checks to break a door, wall or similar object).
  • 5th Level: Extraordinary Ability Mauling Bull Rush (When making a Bull Rush, if you force an opponent into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 plus twice your STR bonus (if any). This ability can only be used if you move with the defender all the way up to the wall or other solid object in question.)
  • 10th Level: Maul Obstacles Enhancement: Your bonuses when dealing with traps increases to +4, and your bonus on Strength checks to break objects increases to +10.
  • 15th Level: Mauling Bull Rush Enhancement: Your damage increases to 8d6 plus 3 times your STR bonus (if any).
  • 20th Level: Maul Obstacles Enhancement: Gain a +10 feet Competence Bonus to your movement for the round and +4 Competence Bonus on all initiative rolls to surprise opponents (or +4 to your existing initiative roll) if you successfully make your Save against a trap you set off, or it misses its attack roll against you, or you successfully break down/through a door, wall, or similar object. Mauling Bull Rush Enhancement: Gain a +10 feet Competence Bonus to your movement for the purposes of moving with the defender when you successfully initiate a Bull Rush against them, and treat your check as +10 higher than you rolled for determining how many squares you can push the defender.

Monk

(NOTE: for any non/alternate school monks, your DM will need to create something else.)

Earth & Stone School

  • 1st Level: Special Quality: Mountainroot Conditioning (DR 2/adamantine.) Stunning Fist Enhancement: You gain an extra use of Stunning Fist every 2 levels. Special Ability: Stance of the Stone Yama (While touching the ground you gain +2 Natural Armor and +2 STR, and are considered to be wearing light or medium armor in cases where it is to your benefit.)
  • 5th Level: Special Quality: Mountainroot Conditioning (DR 4/adamantine.) Special Ability: Stance of the Iron Yama (While touching the ground you are considered one size category larger for purposes of Strength checks & Unarmed Strike damage, and gain an additional +1 Natural Armor and +2 CON, +4 on Balance, Concentration & Tumble checks. You can always fight from a Prone position without penalty.)
  • 10th Level: Special Quality: Mountainroot Conditioning (DR 6/adamantine.) Special Ability: Rock Heart (Critical Threat Ranges are reduced by 1 against you, to a minimum of 20. As an immediate action you may spend a use of Stunning Fist to do your Unarmed Strike + CON Mod damage to any opponent that strikes you in melee with a natural attack or unarmed strike, or to their melee weapon if they struck you with that. The Ki Strike class ability applies for passing enemy DR or object Hardness. Additionally, you gain DR vs. Bludgeoning 5/-, and damage from Piercing weapons or Fire is reduced by 25% after any other damage reduction you have is applied.)
  • 15th Level: Special Quality: Mountainroot Conditioning (DR 8/adamantine.) Special Ability: One With The Earth ( You ignore the first 50 feet of falling damage if you land on bare earth, natural ore or normal stone (includes both worked and unworked stone, but does not include magical stone-like substances, solid worked metal, or other special substances) though your landing may be felt from nearby, make a fair amount of noise, and possibly even damage the surface you landed on. Gain Burrow speed 20', though you leave no trail when you move through natural stone or earth. You can survive in solid rock/earth for a number of Rounds equal to your CON mod before you begin suffocating, and can extend this time by your WIS Mod in Rounds if you spend a use of Stunning Fist.) Special Ability: Sentry Of The Yama King (At will you can take a Standard Action to make a Listen check to pinpoint the location of enemies that are in different rooms / areas of the same contiguous structure that you are in, as long as you and they are both touching the ground, and they are within Long range from you. Alternatively, you can make a Spot check to determine their Size category.)
  • 20th Level: Special Quality: Mountainroot Conditioning (DR 10/adamantine.) Special Ability: Perfected Earthen Stance (You gain 1 round of access to all of the Bonus Abilities granted by this Single-Class Paragon when you are not touching the ground, by spending a use of Stunning Fist. You gain an additional +2 Natural Armor at all times, and are considered to be wearing light, medium or heavy armor at all times in cases where it is to your benefit.) Rock Heart Enhancement: Critical Threat Ranges are reduced by 2, to a minimum of 20. If a weapon that strikes you is reduced to 0 HP or below, it explodes doing 1d6 + CON mod bludgeoning damage to the wielder and they must make a Fort Save DC = Monk Level + CON mod or be Dazed for 1 round. If they strike you unarmed or with a natural weapon and you use this ability, roll a d20 to see if you threaten a critical hit, and roll to confirm if you do (NOTE: this ability is still reactive, not an attack, so you cannot choose to bullrush or trip with it instead, and feats like Knockdown do not apply.) Your DR vs. Bludgeoning improves to 10/-, and you now only suffer half damage from Piercing weapons or Fire after any other damage reduction is applied. One With The Earth Enhancement: You ignore the first 100 feet of falling damage, and halve any damage after the first 100 feet, if you land on bare earth, natural ore or normal stone (includes both worked and unworked stone, but does not include magical stone-like substances, solid worked metal, or other special substances) though your landing may feel like a small earthquake in the area, make a -LOT- of noise, and damage or destroy the surface you landed on. You can survive without air, sleep in solid rock, and Earth Elementals will treat you as one of their own kind. You instinctively recognize any portal to the Elemental Plane of Earth, and gain a +4 on Diplomacy checks with creatures of the Earth type/subtype.

.

Wind & Storm School

  • 1st Level: Special Quality: Dragonwind Conditioning (Dodge AC +1, Electrical Damage +1 on unarmed strikes.) Stunning Fist Enhancement: You gain an extra use of Stunning Fist every 2 levels. Special Ability: Form of the West Wind (On any round in which you move more than 5' or use Flurry of Blows you gain a +1 Sacred bonus to Attack, and +2 DEX. You can always move over dangerous terrain at full speed without penalty.)
  • 5th Level: Special Quality: Dragonwind Conditioning (Dodge AC +2, Electrical Damage +2 on unarmed strikes.) Special Ability: Form of the South Wind (On any round in which you move more than 5' or use Flurry of Blows you gain +4 to Jump, Balance, Climb & Tumble, and gain an additional +1 Sacred bonus to Attack, and Fast Healing 2. You can always stand up from Prone as a Swift Action that does not provoke an attack of opportunity.)
  • 10th Level: Special Quality: Dragonwind Conditioning (Dodge AC +3, Electrical Damage +3 on unarmed strikes.) Special Ability: Fist Of North Wind (Your critical threat range for unarmed strikes or special monk weapons is increased by 1. As an immediate action you may spend a use of Stunning Fist to double the bonuses you gain from Dragonwind Conditioning for 1 round. You gain the Improved Sunder feat, even if you don't meet the prerequisites, and ignore any size advantage of your opponent for purposes of Sundering their weapon or shield. The Ki Strike class ability applies for passing any DR or object Hardness. Damage from Cold is reduced by 25% and you only suffer half damage from Electrical attacks after any other damage reduction you have is applied.)
  • 15th Level: Special Quality: Dragonwind Conditioning (Dodge AC +4, Electrical Damage +4 on unarmed strikes.) Special Ability: One With The Sky (You can stand up from Prone as a Free Action that does not provoke an attack of opportunity. In any round where you move more than 5' or use Flurry of Blows you gain a Climb speed equal to your base movement + Monk Speed Enhancement, a Glide speed of 30', and you can run up vertical walls, the leafy branches of trees, waving flags & banners, windswept objects, etc, and run across clouds as if they were solid ground. You can ignore all effects of inclement weather & wind speeds for your DEX mod in rounds, and can extend this time by your WIS Mod in Rounds if you spend a use of Stunning Fist.) Special Ability: Sentry Of The East Wind (At will you can take a Standard Action to make a Listen check to pinpoint the location & heading of airborne enemies within 1 mile. Alternatively, you can make a Spot check to determine their Maneuverability. You must be outdoors to use this ability.)
  • 20th Level: Special Quality: Dragonwind Conditioning (Dodge AC +5, Electrical Damage +5 on unarmed strikes.) Special Ability: Perfected Form of the Heavens (You can gain 1 round of access to all of the Bonus Abilities granted by this Single-Class Paragon when you are not moving more than 5' nor using Flurry of Blows, by spending a use of Stunning Fist. You gain an additional +2 Sacred bonus to Attack at all times.) Fist Of The North Wind Enhancement: Your critical threat range for unarmed strikes or special monk weapons is increased by 2. You may spend a use of Stunning Fist to surround yourself with a damaging shield equal to your Dragonwind Conditioning bonus damage, for 1 round, and this damage will also be doubled if you spend a use of Stunning Fist to double your normal Dragonwind Conditioning bonuses. You now only suffer half damage from Cold after any other damage reduction is applied, and are completely immune to Electrical damage. One With The Sky Enhancement: You can stand up from Prone as an Immediate Action that does not provoke an attack of opportunity. You cannot be thrown through the air and never fall unless you choose to, or are unconcious. You stand, sit, or fight on nothing but thin air, you always ignore the effects of inclement weather and wind speeds, and Air Elementals will treat you as one of their own kind. You instinctively recognize any portal to the Elemental Plane of Air, and gain a +4 on Diplomacy checks with creatures of the Air type/subtype.

Paladin

(NOTE: for any Variant Paladin Class, your DM will need to create something else.)

Knight Of The Last Stand

  • 1st Level: Detect Evil Enhancement: Your Detect Evil ability works 1 round faster than normal. Lay On Hands Enhancement: You gain the Lay On Hands ability at 1st level, and your healing pool is 50% greater than normal. Smite Evil Enhancement: You can Smite Evil twice as many times per day as a standard Paladin of your level.
  • 5th Level: Special Mount Enhancement: +3 effective character level. Aura Of Courage Enhancement: Your aura has a 20' radius. Smite Evil Enhancement: If you miss with a Smite Evil attempt, it is not considered used. You gain 2 additional points of damage per class level on a Smite Evil attack when Charging (above the normal Smite Evil amount). Turn Undead Enhancement: You can use one of your daily Turn Undead attempts to gain +10’ movement, and +2 Temporary HP per character level (both effects last for CHA mod minutes.)
  • 10th Level: Aura Of Courage Enhancement: Your aura has a 30' radius. Divine Grace Enhancement: Your Divine Grace ability becomes an aura. Allies within 30' gain half your CHA mod as a sacred bonus to all saving throws. This stacks with your Aura Of Courage for saves vs. Fear. Turn Undead Enhancement: You may choose to spend a Turn Undead attempt to gain your CHA Mod as a Sacred bonus to AC, for your CHA Mod in rounds. Smite Evil Enhancement: If you successfully Smite a target, you and all allies gain a +2 to hit that same target for the remainder of the encounter (this effect stacks with itself.)
  • 15th Level: Bonus Feat: Extra Turning. Remove Disease Enhancement: When you use Remove Disease, you also remove fatigue, Neutralize Poison and Remove Fear on the target (as the spells). Smite Evil Enhancement: You may spend a Smite Evil attempt as an immediate action to make your weapon Good Aligned and add +1d6 Holy damage to all your attacks for 1 Round. Smite Evil Enhancement: When you successfully Smite Evil against an Outsider, you may immediately choose to spend a Turn Undead attempt to Banish them (they must make a Will Save DC = Paladin Level + CHA Mod or be Banished, Spell Resistance does NOT apply). Turn Undead Enhancement: You may spend one Turn Attempt to gain immunity to Ability Damage, Ability Drain, and Energy Drain for 1 minute.
  • 20th Level: Smite Evil Enhancement: Your critical threat range increases by 1 when Smiting Evil. Smite Evil Enhancement: You cannot fumble when Smiting Evil, and an attack roll of 1 is not an automatic miss. Special Ability: Last Stand (1/day as a Full Round Action, you may make a special prayer to your deity for intervention. You and all allies in the encounter gain 20d10 bonus HP, immunity to Fear, and have all attacks (including weapon-like spells) treated as Good Aligned for 10 + CHA mod rounds. Additionally, if your foes in the encounter include more HD of Tanar'ri than there are HD of Knights of The Last Stand, your deity will perform a major intervention and the following additional effects occur for the duration of this ability: If 10 + CHA mod rounds is not the length of the encounter, then the duration is automatically extended until the end of the encounter, or 24 hours has passed, whichever comes sooner. You and all allies in the encounter are surrounded by a nimbus of light that functions as a Daylight spell, and gain your CHA mod as a Sacred bonus to initiative, AC, all skills, saves and attack rolls, as well as immunity to mind-affecting effects and Spell Resistance equal to your Character Level +10, and your weapons are also considered Magic and Epic for the purpose of overcoming damage reduction during this time, and also will always overcome the damage reduction of Tanar'ri regardless of what damage reduction types they may have naturally or from spells, etc. Either form of this ability is considered a Divine Intervention from your patron deity, and cannot be countered, dispelled, etc, nor is it subject to Anti-magic fields. This ability does not stack with itself.)

Ranger

  • 1st Level: Bonus Feat Toughness. Skills Enhancement: Choose 2 additional skills as Class Skills. Track Enhancement: +4 Competence bonus on Track checks (and Urban Track checks if relevant). Favored Enemy Enhancement: Your base bonus against Favored Enemies is +3. Favored Enemy Enhancement: Your Critical Threat Range against Favored Enemies improves by 1. Favored Enemy Enhancement: You gain 2 Favored Enemies each time a normal Ranger would gain 1, and you gain +2 to the Favored Enemy Type of your choice every 4 levels rather than every 5 levels.
  • 5th Level: Special Ability: Flanking Strike (Whenever you hit an enemy with a weapon (melee or ranged) that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. This condition lasts until the enemy is attacked by one of your allies or the start of your next turn, whichever comes first. This is an extraordinary ability.) Animal Companion Enhancement: You use your full Ranger level with regards to your Animal Companion selection and bonuses. Favored Enemy Enhancement: You gain a +1 Luck bonus to AC vs. Favored Enemies, and +1 to all saving throws vs. effects used by Favored Enemies.
  • 10th Level: Track Enhancement: Your Competence bonus on Track checks improves to +8 (and Urban Track checks if relevant). Favored Enemy Enhancement: Favored Enemies incur a -5 penalty on their Spot / Listen checks to see you coming, if you are actively Hiding / Moving Silently. Favored Enemy Enhancement: Your Critical Multiplier against Favored Enemies increases by 1. Favored Enemy Enhancement: Your Luck bonus to AC and Saves vs. Favored Enemies improves to +2.
  • 15th Level: Special Ability: Fast & Final Ambush (You may move normally while using the Hide / Move Silently skills, without any penalty, even if you run full speed. You get to add your WIS mod to damage against opponents who are considered flat-footed to you because they cannot detect you. NOTE: If you are making multiple attacks in the Round, only the first attack against a given enemy gains this bonus damage that Round.) Favored Enemy Enhancement: Double damage to Favored Enemies who are considered flat-footed to you because they cannot detect you. NOTE: If you are making multiple attacks in the Round, only the first attack against a given Favored Enemy gains this bonus damage that Round. Favored Enemy Enhancement: When you make a Critical Hit against one of your Favored Enemies, it is Stunned for 1 round (Fort DC = 15 + your Favored Enemy bonus against that foe). Evasion Enhancement: Your Evasion ability becomes Improved Evasion.
  • 20th Level: Track Enhancement: Your Competence bonus on Track checks improves to +12 (and Urban Track checks if relevant). Favored Enemy Enhancement: You can sense the presence of Favored Enemies within 100 feet of yourself, even if they are hidden by darkness or walls, and you automatically know their Type and Subtype, but you cannot discern their exact location. Within 30 feet you can sense their location and Size Category, as long as you have Line Of Effect. Within 5 feet you have Blindsight vs. any Favored Enemies. Favored Enemy Enhancement: You can threaten Favored Enemies with Critical Hits, even if they are normally immune to them. Favored Enemy Enhancement: You can used ranged weapons to do precision damage against Favored Enemies within 60 feet. Favored Enemy Enhancement: Double damage to Favored Enemies on a Charge (this stacks with Fast & Final Ambush for triple damage.) Favored Enemy Enhancement: Your Luck bonus to AC and Saves vs. Favored Enemies improves to +3.

Rogue

  • 1st Level: Skill Bonus: Choose any one Cross-Class skill besides Speak Language; it is now permanently considered a Class Skill for you. Skill Bonus: Gain a +2 bonus to any two of the following skills: Disguise, Hide, Move Silently, Spot, Listen, Search. Bonus Feat: Dodge. Trap Sense Enhancement: You get Trap Sense at 1st level (+1). Special Ability: Premeditated Ambush (To use this ability, you must spend at least 1 full round observing your foe. While doing so, you can take no other actions. The next melee attack you make against your foe gains a +2 bonus on the attack and damage rolls for every round you have just spent observing the foe, to a maximum bonus of +6 (for 3 consecutive full rounds of observation). If the target of your observation attacks you while you’re observing, or if you don’t make the melee attack within 3 rounds of the end of your observation, you don’t get the benefit of the ability.) Special Ability: Clever Improvisation (When making a Disable Device or Open Lock check without using thieves’ tools, you ignore the normal –2 penalty. You can use this ability any number of times per day until you fail a Disable Device or Open Lock check made without using thieves’ tools. After a failure, you can’t use this ability again until after you have rested for 8 hours.)
  • 5th Level: Skill Bonus: Gain a +2 bonus to any two of the following skills: Intimidate, Bluff, Sense Motive, Diplomacy, Perform, Gather Information. Sneak Attack Enhancement: You may choose to give up your sneak attack dice on an attack to reduce your target's AC by 5 instead for 1 round (this ability can affect creatures normally immune to Sneak Attacks, and does not stack with itself.) Special Ability: Enhanced Dodge +2 (The bonus from your dodge feat raises to 2) Special Ability: Canny Strike (Add your INT mod to damage, only applies when precision damage applies). Special Ability: Scout's Warning (When you make a successful Spot check, you can spend an immediate action to grant a single ally a free Spot check to see the same thing (with a +2 circumstance bonus). Your ally must be within 30 feet of you and able to see or hear you to benefit from this effect.)
  • 10th Level: Skill Bonus: Gain a +2 bonus to any two of the following skills: Disable Device, Open Lock, Escape Artist, Sleight of Hand, Use Rope. Bonus Ability: Hide In Plain Sight. Special Ability: Enhanced Dodge +3 (The bonus from your dodge feat raises to 3). Special Ability: Deflect Flanker (To use this ability, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.) Special Ability: Mimicry (Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don’t understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.) Trap Sense Enhancement: +1 to Trap Sense.
  • 15th Level: Skill Bonus: Gain a +2 bonus to any two of the following skills: Tumble, Climb, Balance, Jump, Swim. Bonus Ability: Select 1 additional Special Ability from the standard Rogue table OR Greater Feint (Feint as a Swift Action) if you meet the prerequisites (Improved Feint, Combat Expertise). Special Ability: Enhanced Dodge +4 (The bonus from your dodge feat raises to 4.) Special Ability: Thwart Power Attack (To use this ability, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.) Sneak Attack Enhancement: +2 effective class level for bypassing Improved Uncanny Dodge. Special Ability: Mass Feint (You can use Bluff to feint in combat against more than one opponent. Make one Bluff check opposed by separate Sense Motive checks for each opponent. For each opponent after the first that you wish to affect, you take a cumulative –2 penalty on your Bluff check.)
  • 20th Level: Skill Bonus: Gain a +2 bonus to any two of the following skills: Appraise, Craft, Decipher Script, Forgery, , Knowledge (local), Use Magic Device. Bonus Ability: Select 1 additional Special Ability from the standard Rogue table OR Greater Feint (Feint as a Swift Action) if you meet the prerequisites (Improved Feint, Combat Expertise). Special Ability: Enhanced Dodge +5 (The bonus from your dodge feat raises to 5). Sneak Attack Enhancement: Half of your sneak attack damage applies against targets that are normally immune to sneak attack. Sneak Attack Enhancement: +2 effective class level for bypassing Improved Uncanny Dodge. Special Ability: Extraordinary Vision (As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.) Trap Sense Enhancement: +1 to Trap Sense.

Sorcerer & Wizard

  • 1st Level: Bonus Feat: Eschew Materials. Spell-Casting Enhancement: Versatile Spell-casting (you add up all spell levels for the day and distribute as you see fit. 0th level spells are considered 1/2 Level for this purpose.)
  • 5th Level: Familiar Enhancement: +2 effective class levels. Spell-Casting Enhancement: Gain bonus spells per day, and spell DCs, as if your primary spell-casting attribute were 2 higher. Special Ability: Mage's Countenance (As a Full-Round Action, you may do any of the following: clean your body / clothes, dry your body / clothes, color / trim your hair (including facial & body hair), etc. When you first gain this ability, you may make one single, permanent affectation. Examples include unusually colored eyes, unusually shaped pupils, an unusual shadow, always surrounded by a specific, unexpected scent, etc. The affectation has no game effect.)
  • 10th Level: Bonus Feat: One bonus Metamagic Feat of your choice. Special Ability: Efficient Metamagic (all of your metamagic costs are reduced by 1, to a minimum of 0.) Special Ability: Mage's Footsteps (You can now move at your normal speed by gliding along the ground: You may “walk” even if your ankles are bound, you gain +2 bonus on Balance checks and a +4 bonus on Reflex saves to avoid falling and/or traps triggered by stepping onto them.)
  • 15th Level: Special Ability: Mobile Caster (Your focused concentration allows you to move while casting a spell. You can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, you can cast the spell and move up to your speed as a single standard action. (You can’t use this ability to cast a spell that takes longer than 1 standard action to cast). If the check fails, you lose the spell and fail to cast it, just as if you had failed a Concentration check to cast the spell defensively. You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point of your movement. You can cast defensively while using this ability, but doing so increases the Concentration DC to 25 + spell level.) Special Ability: Mage's Senses (Choose a proper name. If anyone speaks this name within a radius of (10 * Arcane spellcaster level) miles, you immediately know the speaker’s name, direction, & distance from you. Note that this information does not distract you. You may change the proper name once per year as a Standard Action. Additionally, you gain the following: Low-Light Vision, Darkvision improves by 60’, +1 bonus on Search checks, +1 Insight bonus on ranged attacks.)
  • 20th Level: Spell-Casting Enhancement: Gain bonus spells per day, and spell DCs, as if your primary spell-casting attribute were 4 higher. Special Ability: Mage's Presence (Your presence of overwhelming: Allies within 25’ gain a +1 Morale bonus on attacks & saves, Non-allied creatures within 25’ receive a –1 penalty on attacks & saves (Mind-Affecting Fear effect), Natural animals do not like to come within 25’ of you. Handle Animal & Wild Empathy checks within that radius receive a –1 penalty, while Ride check receive a –2 penalty (Mind-Affecting Fear effect). Additionally, your name itself gains magical properties, which affect any creature that speaks or hears your name (other than yourself). This is a Mind-Affecting Fear effect. Speaking – if the creature has as many HD as you (or greater), he/she is Shaken for 3 rounds (no save). Otherwise, he/she is Frightened for 1d4+1 rounds (no save). Hearing – Frightened for 3 rounds (Will save to reduce this to being Shaken for 1 round. DC is 10 + Arcane spellcaster level + your Charisma modifier).
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License