Satyr

(race-as-class)

Con 10, Cha 9

HD d6

Attack/Save as Dwarf

Satyr’s are rustic creatures that live in wild.  They appear as short humans, averaging 5′-5’6″ in height, with small, thick horns growing out of their forehead.  Although they are bipedal, they have the body of goat from their waist down.  They have rudy, dark skin and a generous amount of hair on their upper body, including their face.  Even the females frequently have body hair on their upper torso, including their chin.  This makes distinguishing the male and female satyr problematic given that female’s do not develop breasts until they conceive a child, and even then the it is uncommon for a female satyr to have anything other than very petite breasts.

Satyr’s live in large groups, usually called droves, of mixed families.  They have a very loose and primitive society in the sense they do not build permanent structures and indeed often do not even create simple tents or lean-to’s.  They are content to nestle in natural dwelling places and are only concerned with covering when the weather requires it. They have no custom of marriage but do have a

Revelry is a central part of a satyr’s life, and music and wine are a central part of revelry.  Al satyrs learn to play at least one instrument, perfecting these talents to a supernatural degree.  Similarly,  each satyr learns what they consider the rudiments of winemaking, which by human standards makes each and every full grown satyr a master vitner and every adolescent satyr a sommelier.

A satyr may wear any armor, but they must pay an extra fee to modify armor to fit their unique anatomy equal to 10% of the armors value. If the armor is magical in nature in addition to the extra cost they may need to find a craftsman with the appropriate skill to work with magic items (DM’s discretion).

If they are not wearing any armor a satyr receives a natural -2 to AC due to their lithe movement and natural toughness.

A satyr receives a +2 on saving throws vs. being knocked prone.  This bonus is applied to any ability checks in regards to rough, uneven terrain and is added to any penalties that result from said terrain. A satyr may charge a foe as part of their attack receiving a +1 to hit.  If the attack hits the target must make a save vs. paralysis with a -2 penalty of be knocked prone.  This attack cannot be made against a target that is larger than man-sized.

Beginning at level 3 they are able to identify plants and animals as well as identify clean water per a druid of the same level.

Beginning at level 5 they are able to charm others with music.  This may be accomplished from singing or vocal intonations alone or by playing an instrument.  They are partial to wind instruments and horns.  When attempting to charm they roll 2d6 and consult the following table to determine the listeners reaction:

2-3 Hostile, considering attack

4-7 Uncertain, confused, listening

8-10 No Attack

11-12 Enthusiastic friendship

The satyr can move and perform actions, if applicable, while attempting to charm but cannot appear hostile in any way.  If the target creature is already hostile toward the satyr or the satyr’s party the roll is made with a -3 penalty. Only one creature can be affected as the satyr has to focus their intentions on that particular creature. The satyr is able to increase the number of targets by 1 additional creature per every 2 levels after the 3rd. If a satyr attacks the target or behaves in a way that appears hostile toward the target the effect is immediately broken and the satyr cannot attempt to charm the same creature for the remainder of the day.

Beginning at level 7 the satyr can channel feelings of anger and sadness into their music, often as a simple cacophonous cry.  Those that hear this sound must make a morale check with a -2 penalty, even if they rolled a d12 previously.  Anyone who fails the check, including the satyr’s allies, are panicked for 1 turn.  This extend to 2 turns at level 9 and 3 turns at level 12.

 

 

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Satyr

Merfolk

 Requirements:           CHR 9, CON 9

Prime Requisite:         CON and CHR

Hit Dice:                      1d8

Save as:                       Dwarf

Attack as:                    Thief

Maximum Level:          8

Saving Throws:           Poison +4, Spell +3, +2 vs. Charm

Other:                           aquatic form, locate water

Merfolk have the upper body of a human but are a fish from the waist down. They live in the water exclusively and can barely move on dry land in this form. However, merfolk can assume a human form. Or at least some can. These merfolk, who are clearly more intrepid and curious than their peers, will venture on to dry land in their human form to explore this strange other world of the humans. And often will be drawn into adventures.

Merfolk appear identical to humans and are statuesque, with most of their height accounted for by their long legs. They tend to have very fair skin, begin unexposed to sunlight, and long hair is common for both males and females, with colors across a wide spectrum: purples, coral, greens, sometimes in a motley array similar to the color patterns on sea life.

Merfolk prefer small one-handed weapons for melee, and will sometimes choose a trident, for which they receive +1 to hit. They may wear up to chainmail armor, being unable to transform heavier a armor when they resume aquatic form.

Due to being adapted to the pressures of the deep ocean the merfolk are physically tough and are resistant to poisons in particular. Accustomed to the murky depths of te ocean they have excellent low light vision and exceptional hearing, able to hear noise as a theif of the same level. They are able to locate water within 50′, even underground, by making a wisdom check. They may also naturally speak with fish.

A merperson reverts back to their aquatic form wuen they’re skin become wet. Typically at least 4 oz of water must come in contact with the merfolk’s skin to trigger the chance, which is instantaneous. Drying the water on their skin is sufficient to change them back to bipedal form.  Thus a Merfolk is ironically cautious about exposure to water. However they must keep themselves hydrated and typically need to submerge themselves completely in water every 3-4 days. If not they will weaken and lose 1 HD of hit points per day. These hit points are instantly restored once they submerge themselves in water.

Lvl                   XP                   HD                   Title

1                             0               1                    Outlier

2                      2,000               2                    Dry Walker

3                      4,000               3                    Terranaught

4                      8,000               4                    Mer Explorer

5                     16,000              5                    Natal Envoy

6                     30,000              6                    Natal Ambassador

7                     60,000              7                    Mer Dignitary

8                   120,000              8                    Potentate

Merfolk

The Knight

Str 10 Con 9 Wis 8
HD 1d8
Attack and save as Fighter

A knight is the ultimate defender and servant of civilized society. They patrol urban environments, whether a large city or the scattered villages of the countryside, guarding against threats to peace, safety, and order. While some knights are formally sworn to serve the community and others are sworn to independent orders of knights, a knight is defined simply by their commitment to defend and protect even into death. Which, due to their physical and mental training does not come too easily.

They must be Lawful or Good.

A knight may wear any armor or shield and may use any weapon. However, a knight eschews the use of ranged weapons as a general rule as several of their skills are negated by the use of a ranged weapon.

A knight adds their Wisdom modifier to their HD roll in addition to their Con modifier.

Riposte: the knight may parry a melee attack. This adds their Str mod as a negative to the attack. Their next attack after a parry is made with a -4 penalty.

Brace for it: if they are using a shield they may forgo their next attack and parry against ranged attacks. In addition if they are using a shield they are +2 on save against breath weapon

Bodyguard: if at least one ally or non-combatant are behind them a knight both the knight and the other are -1 to AC

Bravura: By a display of their skill and or intensity a knight may draw the attention of opponents to them temporarily. The knight chooses a single target and directs their intimidating display to them. The creature then makes a save vs. spell and if they fail make their next attack at a -2 unless it is against the knight. The knights charisma modifier is applied as a negative to the opponents die roll. The knight does not have to be in close proximity for this to work, so it is possible to draw ranged attacks to themselves. However, any foe that is not within melee striking range gets a +1 on their save. If the foe is within melee range the knight may incorporate this ability into their attack against the foe. If not, unless the knight makes a ranged attack of some kind this ability constitutes their action for that round.

Last Stand: When a knight reaches zero HO they may make a saving throw vs. death with a +2 modifier and regain 1 HD plus bonuses. They may attempt this again with a cumulative -1 to the modifier until they fail the saving throw. They make not attack as this constitutes their action on their turn, but they may parry attacks and they may still grant another +1 to their AC. This automatically activates their Bravura ability.

Extinction Burst: Upon reaching 0 HP a knight may opt instead to make one final attack against all foes with a -2 on the attack. They may move half their normal speed during this attack. If there is only one foe to attack the attack will be +2 to damage.

Reaching 9th Level: Upon reaching 9th level a knight may build and establish a Stronghold. They will attract the service of 5d6 Cadets will come to train under him. In addition, 1-3 lieutenants may also come to learn from the newly christened knight. They are 3rd level knights of the same alignment. All of these followers are of the same alignment as the knight and will serve with the utmost of loyalty as long as they are provided reasonable pay and living conditions.

Lvl                   XP                   HD                     Title     

1                             0               1                      Cadet

2                      2,300               2                      Bravado

3                      4,600               3                      Shielder

4                      9,200               4                      Safeguard

5                     18,400              5                      Phalanx

6                     35,000              6                      Stalwart

7                     70,000              7                      Conservator

8                   140,000              8                      Claviger

9                   280,000              9                       Knight

10                 400,000             10                      Knight Extant

11                 520,000            10+2                  Knight Exalted

12               640,000            10+4                  Knight in Exelcsis

120,000 XP per level after 12th, Witches gain 2 HP per level after 12th. The level title after 12th is Knight in Excelsis.

The Knight

The Witch

Witch

1d4 HD
Wis 12 Cha 13
Save and attack as magic-user
The witch is a magic-user that harnesses their own innate magic in order to cast spells and produce magical effects. They are often mistaken for clerics, a misperception the witch will quickly correct.  Witches do typically revere a particular god or gods, and some are quite devout, the reason being that witches believe their god(s) taught mortals how to harness and use magic to help them be more self-sufficient. The witch, then, doesn’t follow a prescribed path and philosophy set out by a god or gods, their craft is highly individualized and highly expressive. For the witch magic isn’t a system of rote learning but one of understanding and expression. Each witch develops their own methods of accessing and manipulating magical energy, such as movement, chant, singing, rhyming words, tantric practices, including sexual tantra, use of glyphs or runes. The material or verbal components are less important than the somatic; the witch more or less relies on an altered state of body and mind, which for the witch becomes their way of understanding and interacting with the world.

Witches may be of any alignment, including evil, depending on their world view and often their cultural context. However, despite the level of discipline and structure that is involved witches are rarely Lawful; due to the emphasis on individual expression and point of view which tends to be Chaotic or Neutral.

Witches cannot wear armor and are limited to the weapon choices of the magic-user class.

As a result of being attuned to innate magic within themselves they receive a +2 bonus on Saving Throws vs. Spells and Wands. On a successful save they will take no damage even if a successful save normally results in half damage. They receive bonus spells based on wisdom as indicated in the table below.

Bonus Spells for Wisdom

Cast

Score  Spell    1     2     3       4

12      35%    –       –     –       –

13      40%    1     –       –       –

14      50%    2     –       –       –

15      70%    2     1     –       –

16      75%    2     2     –       –

17      85%    2     2     –       –

18      90%    2     2     2     1

A witch may draw on their natural attunement with magical energy to be able to Read Magic once per day. This requires them to be in contact with or proximity of the text they wish to read and requires 1 turn x highest level of the spell contained. Starting at 2nd level the witch can reduce the time this takes by 1 turn per level. This can only be performed on one object at a time, however once successful they do not need to cast this spell again on a text written by the same person. This ability can be used in addition to casting a Read Magic spell from their spellbook. A Read Magic spell is created to take less time to cast.

In addition to casting spells, the witch is able to manipulate magic at will for specific, generally minor, effects. These increase in potency as the witch advances in levels are divided into three tiers: Jinkes, Hexes, and Curses.

Jinxes: a jink is a very minor effect the witch can produce by manipulating their natural inherent magical ability. They are usually cast with a simple word, sound, or gesture. The witch can produce any effect listed and anything they can conceive that isn’t listed provided the effect 1.) causes no damage, 2.) has no permanent effect on a creature. A jink is generally theatrical or dramatic but some have practical uses. If used creatively they may a significant, albeit indirect, benefit to a party. Six jinxes are considered equivalent to one First level spell.

The type of effects a witch can produce using a jink are:

-causing a knot to untie or causing a string or strap to tie itself into a knot.

-gain someone’s attention from a distance without having to speak. The person will “suddenly notice” the witch and look at them. At that point the witch will have to take other steps to keep their attention.

-create a 50’ zone around the witch that will them if any creature larger than a cat enters the space.

-a jinx can be used to change the color, temperature, flavor, or scent of a person or object (but only 1 of those at a time) or to alter the texture slightly, such as adding or subtracting moisture

-be able to reveal the presence of persistent magical effects, either as a somatic experience for the witch or as some sort of visual phenomenon (colored vapor, glittery lights, etc.)

-cause a very delicate object, like a glass or an egg, to crack or break.

Hexes: Beginning at second level the witch may cast hexes. Hexes are more potent than jinxes in that they generally have a physical effect, however they are still quite mild and thus serve more dramatic or utilitarian functions. While hexes are more elaborate in terms of casting and thus tend to be more like a spell in the sense they are a specific formula that is repeated with each casting, they can also be improvised on the spot to suit the witches need. The following list, then, is meant as a guide for determining the effect of a hex. Four hexes are equal to one first level spell.

The type of effects a witch can produce using a hex are:

-target (including the witch) reduces falling rate, so they take less damage upon impact, provided the fall is from 30′ or less. The damage from a fall is reduced by 1 per die of damage taken. This spell may be cast instantly as a character falls.

– cause a brief, violent jerking force to act on a limb or body part of a creature. This force has little strength but might cause a running creature of man-sized or smaller to stumble or turnabout or cause one to fumble and drop a small item. A saving throw is allowed to negate the effect but a failed saving throw will also disrupt spell casting for a round. Creatures larger than man-sized are not effected

– The caster using this cantrip can give a creature within 10 feet (usually a mount) a sudden burst of speed that doubles the creature’s movement rate for one round. The movement is arrow-straight though a saving throw is allowed with a +3 bonus to avoid an obstacle such as a pit, snare or precipice, provided the creature or its rider knows of the obstacle’s existence. Unwilling creatures also receive a saving throw to negate the effect.

– By means of this cantrip, the caster causes an unseen hand to perform simple actions, such as open/close a door, lift a small object and carry it (1 lb limit) within 10 feet radius of the caster, and poke or pinch a target as desired.

Curses: Beginning at 3rd level the witch can create curses. These have a definite negative effect on a target however they are not as powerful as a spell. Casting curses use up witches spell slots at a rate of 3 per first level spell.

-on a successful hit the target is stunned for1d2 rounds (no damage)

-the target takes 1d3 as a negative to their next die roll

-target save vs. paralysis or be knocked prone

-target’s speech is unintelligible (gibberish, unknown language, only make animal noises, etc) for 1d4 rounds (target allowed save)

Spell Use: In addition, witches can learn and cast spells that are written down and can be stored in a spellbook. As magic is unique to each witch’s understanding and practice, there is no universal magical code or format for writing spells. Some witches may use a magical language consists of runes, glyphs, or other symbols, others may have illustrations, notes, references to other texts or concepts, personal reflections, etc. which make sense only to the witch who wrote it down. Some might write down the verbal components of the spell (words, phrases, song lyrics, riddles, etc.) but contain no information on how or why this works, because just reading the words does not allow one to cast the spell. Regardless of what is written in a book the spell Read Magic can be used to translate or understand the language.

Even after being translated spells typically take a number of hours to learn equal to 3 x Level of the spell, at which point the witch has a percentage chance of casting the spell as listed in the chart. Each attempted casting of the spell increases the chance of success by 20%. The time it takes to learn a spell does not have to occur consecutively. The amount of time in study can be spread out over a number of days or weeks. The witch reduces the time it takes to learn a new spell 1 hour for every three levels.

Once learned a witch needs to prepare a spell before they can cast it. This is universally referred to as “memorizing” a spell, but in truth the witch begins to cast the spells they are memorizing, generating the magical energy through their particular magical practice, and holds the spell in “midcasting”. When the witch casts the spell they are merely executing the specific actions that finalize casting. Memorizing requires a number of turns equal to the highest level of spell being learned.

A witch must rest for a number of hours equal to the  level of the spells before attempting to memorize spells again. Thus if a witch wished to memorize one or more 1st level spells after casting them they would need to have 1 hour of rest to do so, but for a 6th level spell or higher they would require 6 hours of rest. This rest does not require sleep, however they cannot engage in any strenuous activity, such as continuous walking or combat, in order to rest.

Signature Spell: Beginning at 5th, and each level after that, a witch may make one spell of a lower level their Signature Spell. This allows them to cast the spell without having to memorizing it each time. However, doing so requires they permanently commit a spell slot of that spell level to this spell. Once assigned a witch may cast a Signature Spell at any time, provided they have a spell slot available. They may use higher slots to cast lower level spells but not vice versa. For example, a Witch of 6th level has made Hold Person their Signature Spell. This reduces the number of 2nd level spells they can memorize per day to 1 spell and leaves them with 2 first level and 1 second level spell they could use to cast Hold Person if they chose, meaning they could cast Hold Person up to 4 times in one day. It is understood that the Witch is musing the magic of the memorized spell for a different purpose; however, they do not lose the uncast spell, just the energy needed to cast it. Thus, they may cast the spell after the appropriate resting period without memorizing it.

Upon reaching the level of Witch Queen/King (11th), the Witch may establish a Domain or a Realm that is under their protection, both from external and internal threats. They build a House at this point, which, despite the unassuming nome de plume, is generally a fantastic structure, either in size and scale or the materials used for construction. The Witch prefers natural or unassuming material to precious metals and jewelry.

Lvl                   XP                   HD                        Title      

1                             0               1                      Dabbler

2                      2,450               2                      Under Study

3                      4,900               3                      Practitioner

4                      9,800               4                      Hexarian

5                     19,600              5                      Crafter

6                     40,00                6                      Auteur

7                     80,000              7                      Master/Mistress (of the Arts)

8                   160,000              8                      Witch-in-Residence

9                   320,000               9                     Witch

10               470,000               10                     High Witch

11               620,000            10+3                   Witch Queen/King

12               750,000            10+6                   Patron

150,000 XP per level after 12th, Witches gain 3 HP per level after 12th. The level title after 12th is Patron.

The number of spells a witch may prepare and cast a day is listed on the chart below

                                   Witch Spell Casting Progression                                     

Class                            Spell Level                                                                 

Level   1          2          3          4          5          6          7          8          9         

1       1         –           –           –           –           –           –           –           –

2       2          –           –           –           –           –           –           –           –

3       2          1           –           –           –           –           –           –           –

4       2          2          –           –           –           –           –           –           –

5       2          2          1           –           –           –           –           –           –

6       2          2          2          –           –           –           –           –           –

7       3          2          2          1           –           –           –           –           –

8       3          3          2          1          –           –           –           –           –

9       3          3          2          2          –           –           –           –           –

10        3          3          3          2          1          –           –           –           –

11        3          3          3          3          2          –           –           –           –

12      4          3          3          3          2          1          –           –           –

13      4          4          3          3          3          2          –           –           –

14      4          4          4          3          3          2          1          –           –

15      4          4          4          4          3          3          2          –           –

16      5          4          4          4          4          3          2          1          –

17      5          5          4          4          4          4          3          2          1

18      5          5          5          4          4          4          4          3          2

19      6          5          5          5          4          4          4          4          3

20      6          6          5          5          5          5          4          4          4         

 

The witch may choose from the following spells list:

1st Level 2nd Level 3rd Level 4th Level 5th Level
Command Hold Person Fly Speak w/Plants Conjure Elemental
Light Reveal Charm Summon Monster I Summon Animal I Contact Other Plane
Det. Magic Snake Charm Water Breathing Summon Sylvan Being Faithful Hound
Animal Companion ESP Insect Swarm Divination Feeblemind
Divine Weather Locate Object Stoneshape Charm Monster Hold Monster
Speak w/Animal Mirror Image Tree Shape Enchant Arms True Seeing
Allure Scare Animal Growth Fear Commune with Nature
Charm Person Animate Dead Massmorph Summon Animal II
Feather Fall Cure Blindness? Polymorph Self Tree Stride
Identify Cure DIsease? Polymorph Other Raise Dead
Sleep Remove Curse Summon Monster II
Unseen Servant Speak W/Dead

 

 

 

6th Level 7th Level 8th Level 9th Level
Animate Objects Simularcum Iresistible Dance Imprisonment
Conjure Animal Statue Mass Charm Shape Change
Speak w/Creatures Summon Monster V Polymorph Any Object Summon Monster VII
Stone Tell Vanish Summon Monster Temporal Stasis
Summon Aerial Servant Magic Sword
Control Weather Transmute Metal to Wood
Summon Animal III Wind Walk
Inivisible Stalker
Legend Lore
Monster Summoning IV
Stone to Flesh

 

 

The Witch

The Risen

Str 12 Con 12

Prime: Str and Con

1d10 HD

Save and Attack as Fighter

-2 Chr

Risen are humanoid creatures built from the parts of other humanoids of the same race and brought to life by magical means. They are not undead, and not a Revenant as they have  no driving purpose, nor are they golems, but a living independent creature. While a risen can be made from any humanoid race, a risen that is other than human in origin had not been observed.

The process that creates them leaves them deformed in appearance in some way-pallid flesh, visible scars, and misshapen features-and generally possessing great stature, 6-8′ tall.  It is believed they’re purpose is to provide labor or protection, but to be capable of independent thought. It is speculated that some risen were intended to be companions to their creators.  A risen who is a free adventurer has either fled their creator or have been liberated through some circumstance. Some have been abandoned by their Masters, either because they were deemed unsuitable for some reason, or due to the untimely demise if their creator. Having no nationality or indeed any other creature they can claim a kindred to, they tend to wander the world eking out sustenance as they can, usually by means of their strength and prowess. Some attempt to find purpose in their existence; others seem to be resigned to their fate.

They are free to wear any armor and use any weapons. Risen can use any magical item useable by fighters. They also have a 1 in 6 chance of using an item for any other class.

Uncanny Prowess: They can climb as a thief of the same level.

Grim Determination: They get +2 saves vs Fear, Hold Person, Charm Person, Sleep, Charm Monster, and Mass Charm.

Preternatural Strength: Due to their speed and power Risen gain a+1 to hit and dmg on all melee attacks.

Cannot die: when they reach 0 hit points, so long as their body is not destroyed by fire, acid, etc. they will remain inert until they are revived again.

However, they heal at a much slower rate than other creatures, only healing 1-2 hp per day if they make a successful save vs. death. In addition, they cannot be healed by magical means such as cure light wounds. The only way to heal rapidly is through exposure to electricity. Rather than take damage from electricity the damage they would take becomes regained hp. This includes electrical attacks from spells such as shocking grasp and lightning.

Innate memories: can remember knowledge and skills of their previous lives, however the knowledge is somewhat sporadic and totally involuntary. This could be anything from speaking a language, identifying a magical item, picking a lock, playing a musical instrument, or cooking a meal. This ability starts at 10% and goes up10% per level to no more than 80%.

They possess an innate ability to read and use scrolls.

LVL         Title                       XP     Innate Memories

1         Miscreation               0                  10%

2         Anathema           2,600                 20%

3         Obloquis             5,200                 30%

4         Lusu Naturae   10,400                 40%

5         Pariah               20,800                 50%

6         Eidolon             40,000                 60%

7         Factotum           80,000                70%

8         Risen               160,000                80%

They do not advance beyond the 8th level.

The Risen

The Paragon

Chr 9  Con 9  Wis 7

HD 1d8

Attack and save as fighter

A Paragon believes in perfection. More accurately, they believe in their perfection. Similar to a paladin they strive with every ounce of mental and physical strength to their single cause. Unlike the paladin this cause is not divine in nature but achieving perfection of their physical form.

This not only grants them great physical and mental abilities it quite often makes them conceited, even vain. At the same time, they have a very winning personality.

The paragons training using special techniques they claim boost their own natural abilities. These may be leaned from secret texts or scrolls or passed on through special gymnasiums, academies, initiatory societies, or from a single master the paragon had sought or found for training. On addition to be rigorous these techniques may have odd or even bizarre restrictions or practices, such as consuming raw egg, never eating meat, consuming specific herbs or herb compounds daily, bathing in freezing mountain streams, abstaining from sexual activity or engaging in copious amounts of same, running the body with raw eggs or honey. Regardless of the philosophy or practices of the paragon, the one common feature is their near fanatical devotion to be the best and for receiving proper recognition for it. Theirs is generally not a personal journey for self-mastery but a very public journey to become the best by objective measure.

The power of the paragon is not considered magic and as noted is not divine in origin but comes from their own body and mind. Depending on the setting the paragon would be understood as psionic.

They must be Lawful.

The paragon gains the following bonus for Constitution.

14  +1

15  +2

16  +3

17  +4

18  +5

They may wear any armor and use any weapon. In fact, they will only use the highest quality of either and will pay extra (5-10%) on purchases of armor and weapons.

They are limited to 1 magical weapon and 1 suit or armor at a time. To have other wise would be a sign of weakness. Likewise they typically only keep 4 non-magical magic items.

They are immune to disease.

Face me!: A paragon may designate a single opponent by declaring a challenge to them. It doesn’t matter if the creature speaks their language or not, the message is conveyed by force of personality. The target creature saves vs. spells. If they fail they treat any ally of the paragon as if they were under a sanctuary spell. The paragon must remain engaged with this opponent for the effect to remain active and if the paragon attacks anyone else the effect is broken and the target’s next attack against the paragon it is at a +1.

If the paragon succeeds in an attack roll by 5 or more the opponent is stunned for 1d4 rounds.

Beginning at 4th level the paragon may spend one round focusing and make a save vs. death. If they succeed they may regain 1HD+2 HP. If they fail they regain 2 HP.  Each time they attempt this the save is at a cumulative -1.

By sheer force of personality the paragon may affect others with allure as the magic-user spell of the same name. The paragon must succeed on a save vs. spell roll for this to activate this ability. The paragon may use this ability 1 per day per level of experience.

At level 6 ESP only works 10% of the time, -1% additional level.

At level 8 they are immune to Geas and quest spells.

Level              Title                                     XP

  1.          Tyro                                                     0
  2.          Catechumen                             2,300
  3.          Cynosure                                   4,600
  4.          Monomaniacist                       9,200
  5.          Vainglorian                             18,400
  6.          Exemplar                                 50,000
  7.          Zenith                                      70,000
  8.          Paragon                                  140,000
  9.          Master Paragon                  280,000

Beginning at level 9 the Paragon may learn and acquire mental abilities (psionics) that mimic spells of the same name. The chief difference is there is no need for material, verbal, or somatic components. The paragon does not have to prepare these abilities ahead of time and can use any of the abilities on the list. If the paragon makes a successful Wisdom check minus the level of the ability they may use the ability a second time provided they are capable of casting another spell of the same level. These abilities must be learned from another paragon (depending on the setting, another psionic using class) but once learned remain part of the paragon’s abilities. These abilities, like all paragon abilities, must be maintained by rigorous training and mediation every day.

Spell Ability

Level             1   2   3   4

  9                   1   –   –     –

10                2   –   –   –

11                2   1   –   –

12                 2   2   –     –

13                2   2   1   –

14               2   2   1   –

15               3   2   1   1

16               3   3   1   1

17               3   3   2   1

18               3   3   3   1

19               3   3   3   2

20                3   3   3   3

Level 1                                                  Level 2

Jump                                                      ESP

Locate Creature                                  Locate Object

Remove Fear                                        Scare

Message                                                 Speak w/Animals

Level 3                                                    Level 4

Haste                                                       Speak w/Plant

Suggestion                                              Detect Lie

Striking                                                    Confusion

Protection Normal Missiles                Project Image

The Paragon

The Professional

Int 9, Dex 9 Chr 9
Prime: Chr
1d6 HD
Attack fighter, save as thief

When you need a job performed with skill, discretion, and a dubious moral character, you hire a professional. Thief, bodyguard, assassin…courtesan, you can hire a professional for any of these jobs, often simultaneously. However, while a professional’s reputation is built on loyalty, their first loyalty is to themselves and their true motivation is the thrill of the challenge.

Professionals do not have a guild or order they belong to, although such alliances are possible. The professional is highly individualistic and self-motivated, and generally sees themselves in competition with every other professional. However, they collectively understand the need for protecting not only their own reputation but the reputation of all professionals and will, if necessary, act to “police” those who do not take their reputation seriously. When a professional achieves 12th level they may establish a cadre with younger professionals and other outlaw types.

Professionals pride themselves on “hiding in plain sight”, by which means they make a point to appear, regardless of their current job, as a member of proper society, gracious, charming, and well-behaved. As they charge rather greater prices than other retainers it is unlikely they will be hired by any other than the wealthy and powerful. Therefore, they tend to make a point to blend into upper class society by appearing erudite, fastidious, and punctilious. At least, they try to anyway. At the very least a professional will look the part, even if speaking is a dead give-away as to their origins.

Due to their need for stealth and subtlety the professional only uses small, easily concealed weapons: dagger, dart, staff, or sling. The professionals preferred weapon is the whip, due to its versatility and ability to be easily concealed. Every professional masters the use of the whip and gains special skills when using a whip. They may only wear leather armor. A professional may wear any magic item useable by fighter or a thief that falls within these parameters.

A whip varies from 3 to 20’ in length. Against someone in armor it does no damage, and if it strikes exposed flesh it still only does 1d2 points of damage. However, in the hands of the professional, these numbers matter not. The professional will use a whip to trip a foe by wrapping the lash around someone’s feet and ankle and giving a pull. The professional must make a successful attack and then the target must fail a saving throw vs. paralysis or be knocked prone. The whip will naturally untangle itself after the attack, although DM’s may wish to require a dex check on the part of the professional to determine this.

The professional may make their attack at -2 and if successful may disarm their opponent, catching the weapon and pulling it out of their hand, or striking the hand causing the weapon to drop. If the weapon is larger than a dagger the DM may allow the target to make a strength check in order to keep the weapon. If the target is a two-handed weapon the professional must make a successful Strength check in order to disarm their opponent.

In a similar fashion the professional can grab small objects that aren’t being help and pull them to their hands using the whip. The DM will use discretion in determining if the object in question can be grabbed in such a manner, being reasonable about size and shape. In order to be successful with this maneuver the professional must make a successful save vs. breath weapon.

It is conceivable that the professional can wrap their whip around a humanoid target’s throat or limbs (ankle or arm/wrist) and drag the target to them or across the ground. This would require the standard attack for knocking prone and then the next round, provided the target hasn’t managed to free themselves from the whip, maybe be dragged across the floor if the professional makes a successful str or dex check (DM’s discretion).

Given a long enough whip the professional may use their whip to swing across open spaces, such as trap doors, off of balconies, or wherever seems appropriate. If the professionals whip is long enough the professional need only to make a Dex check to wrap their whip around a purchase solid enough to allow them to swing.

Professionals also have the ability to read and use magic user scrolls.

Professionals can Hear Noise, Hide in Shadows, Move Silently, Pick Locks and Find/Remove Traps as a thief of the same level

“I know a guy…” The Professional can potentially purchase regular items and equipment at a reduced cost, as doted on the chart below. However, there is a chance that these items will be inferior in some way (DM’s discretion). Similarly the professional stays plugged in to a network of contacts and informants that may provide them with information. By spending an hour checking in with one or more of these contacts, a professional who makes a successful Rumor check can ask the Labyrinth Lord what rumors are going around the town (if any) and what seems to be the general mood of the area. In addition, the professional may pick up any news regarding recent events in the area, at the discretion of the Labyrinth Lord. This works even in a town the Professional may not have been in before, either because the professional knows who to ask and how to ask in any location, or because they network of contacts reaches, albeit only tangentially, to just about every place, or both.

Level          Title                       XP                Deal         Rumor

1             Rookie                     0                   5%           35%

2             Freelancer         2,100                 10%          40%

3            Associate            4,200                 15%          48%

4            Operative             8,400                 20%         51%

5            Handler               16,800                 25%         59%

6            Operator              35,000                 30%         64%

7             Specialist            70,000                 35%          70%

8             Chief                  140,000                 40%          83%

9             Professional        280,000                45%           90%

The Professional