Everlasting Wergard (3.5e Racial Paragon Class)
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Everlasting Paragon Wergard[edit]
Some Wergard are in search of their origin, then spending the entirety of their existence to seek this primordial force which animates them. Through meditation and inner research, a handful of them connect with the very essence of positive energy. They are then no longer quite ambassadors of nature, but themselves become creators of life that they will never cease to protect and make abundant. The few who manage to complete this path are seen as eternal guardians of life that nothing seems to waver...
Making an Everlasting Paragon Wergard[edit]
An everlasting wergard paragon is a real life bag. He is bulky, heavy, very defensive, et very tough. In a team, he can act as a tank, fighting in frontlane and taking the firsts salvos of strikes. He not have a good attack, and he is not very useful to counter swarms of creatures, but in one to one, he can blocks easily a large creature.
Abilities: The Constitution is the key ability to make a good Everlasting Wergard Paragon. Intelligence and Strength are also important for fighting and for abilities.
Races: Wergard .
Alignment: Any Good.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Tales from a Primordial World, Advanced Forged Body, Rocky Blow, Learn Language, Runebearing | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Radiant Core, Vision of Life, Runebearing | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +3 | +1 | +3 | Restore Body, Runebearing | ||||||||||||||||||||||||||||||||||||
4th | +2 | +4 | +1 | +4 | Learn Language, Runebearing | ||||||||||||||||||||||||||||||||||||
5th | +2 | +4 | +1 | +4 | Primordial Titan, Learn Language | ||||||||||||||||||||||||||||||||||||
6th | +3 | +5 | +2 | +5 | Learn Language, Runebearing | ||||||||||||||||||||||||||||||||||||
7th | +3 | +5 | +2 | +5 | Quake, Runebearing | ||||||||||||||||||||||||||||||||||||
8th | +4 | +6 | +2 | +6 | Learn Language, Runebearing | ||||||||||||||||||||||||||||||||||||
9th | +4 | +6 | +3 | +6 | True Primordial Titan, Learn Language | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Everlasting Wergard Paragon.
Weapon and Armor Proficiency: An everlasting wergard paragon is proficient with all simple and martial weapons.
Learn Language (Ex): At 1st, 4th, 5th, 6th, 8th, and 9th level , the wergard paragon may learn a new language, as his many experiences and encounters during his long life has granted him such insight.
Tales from a Primordial World (Ex): An Everlasting Wergard is a being native to the beginnings of the world, he is one of the first beings to appear when life awakened. He has a particularly deep knowledge of history and geography. He traveled the reliefs and cities for thousands of years. He gains a +2 bonus on all Knowledge (History) and Knowledge (Geography) checks. His mastery of natural terrain also gives him a +2 racial bonus on all Survival checks. Once per day, he can search in his memory for ancient knowledge concerning a legendary object, an artifact, a famous person, an emblematic place, or a significant event from the past. He then has the right to attempt a special Primordial Knowledge check. To do this, he roll a Knowledge (History) or Knowledge (Geography) check (depending on what he wants to know), and he adds half of his Hit Dice to the result. It always takes him at least 1 minute to remember ancient knowledge that allows him to perform this special test. He can never take 10 or take 20 on this special check, and he can only do so without any distractions.
Advanced Forged Body (Ex): The quasi-armor of the wergard becomes more compact and stronger, increasing the armor bonus to AC by +2 (for a total of +4 with Forged Body). This quasi-armor now counts as masterwork armor. In addition it is now possible for you to sculpt your quasi-armor by using the Craft (Sculpture) skill to add or remove a material to your body and sculpt your quasi-armor, as long as the material used is Common Rocks (basalt, granite, obsidian ...). You must pay the usual costs and the time required for the craft skill. For purpose of this effect, we consider the part of the wergard's body that counts as quasi-armor represent a weight equal to 25% of it whole weight. If the wergard change it size to a larger size category, you do recalculate the weight of the quasi-armor and pay the difference. When the wergard sculpt his body with Common Rocks (other than simple stones), he gains natural armor bonus to AC equal to half the hardness of the new material used for his quasi-armor. The wergard can also sculpts a part of his body that represents 50% of its total weight, and gains a natural armor bonus on AC equal to the whole hardness of the new material used for his quasi-armor. In the same way, he can choose to sculpt 75 % of its total weight to gains a bonus to AC equal to one and a half hardness of the new material, and for 100% of it body, if gain twice the hardness of the new material. To sculpt stones or Common Rocks and form a quasi-armor, the DC of the Craft (Sculpture) skill equal 10 + Hardness of the new material used.
Rocky Blow (Ex): At 1st level, the everlasting wergard gains a pair of dense rocky hand that can deliver some powerful fists. It deals 1d6 damage + Str modifier. Damage of Rocky Blow rise to 1d8 for a Large creature and rise to 1d10 for a Huge creature.
Runebearing: As it grow in power, the Wergard unleash their powers, gaining a rune glyph inscribed on their body. At each level (exept the level 5 and 9), the wergard can choose one of the following effect.
• Ancient Radiant Core (Ex): You gain 2 HP per HD, plus another 1 HP per HD for 5 HD you have. This stacks with improved toughness and toughness feats. You must have the Radiant Core class ability to select this.
• Brimming of Life (Ex): Your maximum of HP is increased by a percentage equal to half your Constitution modifier (rounded up). This percentage is calculate after all effects that increase your maximum HP. (such as Toughness feat or Radiant Core class ability). You must have the Radiant Core and the Primordial Titan class ability to select this. You can select this ability twice, and the second time you select this ability increase your HP by a percentage equal to your Constitution modifier (instead of half your Constitution modifier). You must have the True Primordial Titan ability to select this a second time. Each time you select this ability, you increase by 25% the amount of damage you take against negative energy due to your deeper affinity with de positive energy.
• Bulwark Stance (Su) : To initiate this ability, the wergard must take his full round and put himself in total defense. He can then decide to adopt a bulwark stance instead. He gains +4 parry bonus to AC, -2 to Dexterity, and +6 to Constitution and 3 hit points per HD, but these hit points go away at the end of the bulwark stance when the Constitution score drops back 6 points. These extra hit points are not lost first the way temporary hit points are. While in a bulwark stance, a wergard cannot use skills or abilities that would require him to move from his position. He can attack, but can only make a single attack, with a penalty of -4. He cannot move from his position except with a 5-foots step. A bulwark stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the bulwark stance, the wergard is dazed for 1 round and takes a -2 penalty to Dexterity for the duration of that encounter.
• Damage Reduction (Ex): You have a hard stone armor granting you a DR/- equal to 1/2 your HD.
• Impacting Rocky Blow (Ex): The Rocky Blow ability become more dangerous for creature you fight. The critical multiplier of this attack rise by 1. You must have the Rocky Blow ability to choose this effect.
• Improved Quake (Su): Your Quake class ability becomes more powerful, dealing now 1d6 points of non-lethal damage per HD. The radius of effect become 10 ft + 10 ft/size category above Medium (for a maximum of 50 ft for a Colossal Wergard). You must have the Quake class ability to select this.
• Improved Restore Body (Su): The earth heals you of your wounds. The amount restored by your Restore Body class feature increases to 10 x your current HD, and it is now a swift action to use it. You must have Restore Body to select this ability.
• Improved Rocky Blow (Ex): The Rocky Blow ability become stronger and now deal 1d8 + 1 and 1/2 Str Modifier. These damage rise as normal when you grow in size. You must have the Rocky Blow ability to choose this effect.
• Incompressible Constitution (Ex): You gain the ability to absorb damage to your Constitution score, and gain a Soft Ability Damage Reduction (Constitution) equal to 2. You may select this rune multiple times, but each time you choose it after the first time, you rise the SADR by 1 (instead of 2).
• Primordial Magic (Sp): You gain several spell-like abilities (all from the Druid spells list) as you grow. You gain the Pathfinder spell. At 3 HD you gain Soften Earth and Stone. At 5 HD you gain Stone Shape. At 7 HD you gain Plant Growth. At 9 HD you gain Earth Power. At 11 HD you gain Wall of Stone. At 13 HD you gain Lithos Shield. At 15 HD you gain Heal. At 17 HD you gain Earthquake. You may use each spell-like ability 1/day, and the spells are based on your wisdom ability modifier, and you must have an ability score high enough to cast (for example, Wis 17 to cast Heal).
• Recalled Tales (Ex): The Wergard more easily recalls its memories and the tales within. He can now use Tales from a Primordial World a number of times per day equal to his Intelligence modifier (Min.1).
• Stubbord Mind (Ex): Once per encounter, when you are affected by an effect (magic or not) that allow you to roll a Will saves to negate it, you can choose to use your Constitution modifier instead of your Wisdom modifier to your Will saving throw. You must choose before rolling the dice. If you fail the Will save using this ability, you lose -4 to all your attacks until the end of your next round. You can choose this rune multiple times, and each times you choose it after the first time, you can use it once more per encounter.
Radiant Core (Ex): At level 2, the life core that makes you exist overflows with life and expels bursts of positive energy. Due to this, you gain the Positive subtype and 1 HP per HD. Being made of pure life, the negative or necrotic damage now inflicts double damage to the wergard.
At 3 HD, you gain fast healing 1 (that stacks with other source of fast healing, up to your constitution modifier). You must be in contact with the ground to use this ability. As long as you are under the fast healing effect by this ability effect, all your attacks take a penalty of -4. This ability last during 1 minute and you can use it once per day.
At 6 HD and every 3 HD after, you can choose either rise your fast healing by 1 (that stacks with other source of fast healing, up to your constitution modifier) OR gain an additional use per day.
At 15 HD, you gain Vital Source spell as a supernatural ability once per week, using your HD as caster level for purpose of effects.
Vision of Life (Ex): At level 2, an Everlasting Wergard can see life force of any creature within a range of 60 ft to him, as if he was constantly under the effect of Detect Lifeforce spell but he has it as an extraordinary ability. He use his eyes to see life force, and he can only see life force of creatures with a constitution score, other creatures (without constitution score) renders invisible to him when he use this kind of vision. He can see lifeforce and the presence of creatures behind a wall or an obstacle, but 2 feet of stone, a thin sheet of metal, or 5 feet of wood or dirt blocks it. He can activate this ability at will.
Restore Body (Su): At 3rd level, a wergard paragon can heal his own wounds so long as he is in contact with natural earth. He can heal a number of hit points of damage equal to twice his current HD each day, and he can spread this healing out among several uses.
Primordial Titan: At 5th level, an everlasting wergard grows a large size catagory, gaining the following modifiers for growing in size. He gains +6 Str, -4 Dex, +8 Con. Also his Forged Body ability gain an additionnal +2 armor bonus to AC (and stacks with the Advanced Forged Body ability). He also gains +3 natural armor, and suffer a -1 size penalty to the appropriate areas. The height of the wergard is increased by 50%, and its weight is multiplied by 6. Lastly, the everlasting wergard paragon gains +10 to his base land speed.
Quake (Su): At 7th level, an everlasting wergard paragon can stomp upon the ground so hard as to create an earthquake. As a standard action all subjects touching the ground within a 10 foot radius surrounding you must make a save or fall prone and take 1d4 points of nonlethal damage per HD, Reflex negates. The save is 10 + 1/2 HD + your Constitution modifier. You may perform a quake every 1d4 rounds.
True Primordial Titan: At 9th level, the everlasting wergard paragon's size increases again. He gains another +6 Str, -4 Dex, +8 Con, +4 natural armor, and an additional -1 size penalty. The size of the wergard is increased by 50% (for a total of +100%), and its weight is multiplied by 6 (for a total of x12). The everlasting wergard paragon gains another +10 to his base land speed.
Ex-Everlasting Wergard Paragon[edit]
The Everlasting Wergard always has a Good alignment. He lose all benefit from this classes, when his alignment become evil. The neutrality is not a problem, and most of them live perfectly whin a strictly neutral alignment, but they almost prays always a good god/goddess turned to life, nature, earth, renew, or peace.
When a Wergard has lost access to this class. He must take one complete month praying his tutelary god/goddess in complete nature. During this month, he prays, but, he not do just that. He spends all his remaining time to build a natural sanctuary for his tutelary god/goddess, and he do that without any manufactured tools or magics. Once the month passed, his tutelary god/goddess judges him and his work. The Wergard regain access to this class only if his god/goddess thinks his work is sufficent, otherwise, the Wergard must redo all he did the last month, but better.
Back to Main Page → 3.5e Homebrew → Classes → Racial Paragon Classes
Article Balance | High + |
Author | Neostar + |
Base Attack Bonus Progression | Poor + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Racial Paragon Class + |
Length | 9 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Balance +, Climb +, Concentration +, Craft +, Decipher Script +, Jump +, Knowledge +, Listen +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot + and Survival + |
Skill Points | 4 + |
Title | Everlasting Wergard + |
Will Save Progression | Good + |