Difference between revisions of "User:Qwertyu63"
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Prereq: Mender's Sprite class feature | Prereq: Mender's Sprite class feature | ||
Benefit: Your mender's sprites can pick up and move objects. They are treated as having a Strength score of 1. They can not move attended objects unless the attending creature allows them to do so. | Benefit: Your mender's sprites can pick up and move objects. They are treated as having a Strength score of 1. They can not move attended objects unless the attending creature allows them to do so. | ||
+ | |||
+ | Light: 1 lb or less | ||
+ | Medium: 2-3 lb | ||
+ | Heavy: 4-5 lb | ||
Scalpel Strike: | Scalpel Strike: | ||
You can use your medical training to hurt as well as to heal. | You can use your medical training to hurt as well as to heal. | ||
Prereqs: Heal 6 ranks, Medical Knowledge | Prereqs: Heal 6 ranks, Medical Knowledge | ||
− | Benefit: Whenever you attack a target you are flanking, add half of your Heal ranks to the damage roll. | + | Benefit: Whenever you attack a target you are flanking, add half of your Heal ranks to the damage roll. Targets immune to sneak attack are also immune to the effects of this feat. |
Positive Ambush: | Positive Ambush: |
Revision as of 20:14, 21 September 2016
As a convenience, my works are listed here:
- Craftsman (3.5e Prestige_Class)
- Godling (3.5e Prestige_Class)
- Infinitipedia (3.5e Equipment)
- Plane of Life (3.5e Sourcebook)
- Truespeech (3.5e Variant Rule)
- God-blooded (3.5e Class)
- Demi-god (3.5e Class)
Everything below this point is partially completed ideas I'm working on. Ignore them for now.
WIP The Paragon: Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Grace, Mercy, Guide My Blade, Eyes of the Soul 2nd +2 +3 +0 +0 Shield of Faith, Guardian 3rd +3 +3 +1 +1 Healing Hands, Armor of Light 4th +4 +4 +1 +1 Sacred Blade 5th +5 +4 +1 +1 6th +6/+1 +5 +2 +2 7th +7/+2 +5 +2 +2 8th +8/+3 +6 +2 +2 9th +9/+4 +6 +3 +3 10th +10/+5 +7 +3 +3 11th +11/+6/+1 +7 +3 +3 12th +12/+7/+2 +8 +4 +4 13th +13/+8/+3 +8 +4 +4 14th +14/+9/+4 +9 +4 +4 15th +15/+10/+5 +9 +5 +5 16th +16/+11/+6/+1 +10 +5 +5 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 19th +19/+14/+9/+4 +11 +6 +6 20th +20/+15/+10/+5 +12 +6 +6
Alignment: Any Good Hit Die: d10
Class Skills: The Paragon’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nobility and royalty) (Int), Knowledge(religion) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot(Wis).
Skill Points at first level: (4+Int modifier)*4 Skill Points at each additional level: 4+Int modifier
Weapon and Armor Proficiency: Paragons are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).
Grace: The forces of Good empower the Paragon with great physical abilities. They have a number of Grace points per day equal to double their Paragon level plus their Wisdom modifier plus their Charisma modifier (that is [level*2]+Wis+Cha). They can spend these points to activate various class features.
Mercy (Ex): The paragon takes no penalty when choosing to do non-lethal damage.
Guide My Blade (Su): When making an attack roll, the Paragon can, by spending 1 Grace point, add a bonus to the roll equal to their Wisdom modifier. As an added bonus, if the target of the attack is evil, the bonus is added to the damage roll as well.
Eyes of the Soul (Sp): The Paragon has Detect Evil as a spell-like ability, usable at will.
Shield of Faith (Su): Starting at 2nd level, the Paragon gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Guardian (Ex): Starting at 2nd level, the Paragon can intercede on behalf of their allies. By spending 1 Grace point as an immediate action, the Paragon can intercept an attack targeting an ally within 5 feet. The attack intercepted targets the Paragon instead; treat the Paragon as in that allies space for the purposes of range.
Healing Hands (Su): Starting at 3rd level, the Paragon can heal others. By spending 1 Grace point as a standard action, the Paragon can heal an ally 1d10 points of damage. This effect has a range of touch.
Armor of Light (Su): Starting at 3rd level, the Paragon can shield themselves from attack. When attacked, the Paragon can, by spending 1 Grace point, add a bonus to their AC to their Wisdom modifier. This AC bonus only applies to that one attack.
Hard Light: Prereq: Mender's Sprite class feature Benefit: Your mender's sprites can pick up and move objects. They are treated as having a Strength score of 1. They can not move attended objects unless the attending creature allows them to do so.
Light: 1 lb or less Medium: 2-3 lb Heavy: 4-5 lb
Scalpel Strike: You can use your medical training to hurt as well as to heal. Prereqs: Heal 6 ranks, Medical Knowledge Benefit: Whenever you attack a target you are flanking, add half of your Heal ranks to the damage roll. Targets immune to sneak attack are also immune to the effects of this feat.
Positive Ambush: Your sliver of positive energy allows you to harm those who are immune to your normal assault. Prereqs: Positive subtype, sneak attack 2d6. Benefit: When you attack an undead creature, you may ignore their creature type for the purposes of sneak attack.
Critical Care: You can treat the recently dead. Prereqs: Heal 8 ranks, Medical Knowledge Benefit: You can bring someone back from the brink of death. You can attempt a DC 25 Heal check on a patient who has been dead up to 15 minutes; the patients body must be mostly intact (as raise dead). Attempting this check takes 5 minutes and costs 200 gp in medical and alchemical supplies. If the check is successful, the target is brought back to life stable at -9 hit points. Once someone is revived by this feat, they can not be revived by this feat again for one week.