User:Askewnotion/harpell paragon
Created by Askewnotion
Description
Because the Harpell family needs to be treated as their own race.
Class Skills
The Harpell paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and two skills of the players choice.
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d4.
Table: Harpell Paragon (HarP)
Level | BAB | Fort | Ref | Will | Special | Casting |
1st | +0 | +0 | +0 | +2 | Side Effects May Include... | +1 level of existing class |
2nd | +1 | +0 | +0 | +3 | Magical Aptitude | |
3rd | +1 | +1 | +1 | +3 | Ability Boost (+2) | +1 level of existing class |
Class Features
All of the following are class features of the Harpell paragon class.
Weapon and Armor Proficiency: A Harpell paragon is proficient with all simple weapons and with light armor. A Harpell paragon incures all penalties for casting arcane spells while wearing armor despite the proficiency.
Side Effects May Include... (Su): The Harpell bloodline runs strongly in you. This leads to a good deal of magical aptitude, though there always seems to be some mishaps. Each level of the Harpell Paragon Prestige Class entitles the character to choose another school to apply their unique touch to as well as increasing the upper limit of the bonus they can get to their chosen schools.
A Harpell paragon can choose the level of Side Effects May Include... to apply to their spell cast. The benefits of each level are listed below;
- Level 1 - +1 to CL
- Level 2 - +1 to CL and DC
- Level 3 - +2 to CL and DC
The side effects for increasing a spell of a school is listed below;
Abjuration - Granting protection leaves you more prone to accidents and harm.
- Level 1 - You are -1 to your AC and saves
- Level 2 - You are -2 to your AC and saves
- Level 3 - You are -3 to your AC and saves
Conjuration - Your summoning is more powerful, though you have trouble controlling what you summon. You can only affect spells with the summoning subtype with this ability.
- Level 1 - Controlling your summoned creature is a move action.
- Level 2 - Controlling your summoned creature is a full-round action.
- Level 3 - Your summoned creature acts on it's own free will.
Divination - You are able to see what others can not, though it leaves your mind open for others to read, wether they want to or not.
- Level 1 - You projects your thoughts (conscious and subconscious) for a number of minutes equal to the spells level.
- Level 2 - You projects your thoughts (conscious and subconscious) for a number of hours equal to the spells level.
- Level 3 - You projects your thoughts (conscious and subconscious) for a number of days equal to the spells level.
Enchantment - Those that can resist your potent enchantments have them turned against you. You are subject to the enchantment you cast (at the same DC as the spell had when you cast it) if your target makes it's save. The spell is treated as if your target has cast it.
- Level 1 - -1 on your save against the spell
- Level 2 - -2 on your save against the spell
- Level 3 - -3 on your save against the spell
Evocation - You can evoke powerful spells, though you take backlash from the spells you cast. The damage is determined dependent on the level, and it is of the subtype of the spell you cast. If the spells has no subtype, then it is unnamed damage.
- Level 1 - You take damage equal to the spell level.
- Level 2 - You take damage equal to twice the spell level.
- Level 3 - You take damage equal to three times the spell level.
Illusion - Your spells leave you in a state of disorientation. This disorientation last for the duration of the spell cast or for the length of the encounter, whichever is shorter, to a minimum of one round.
- Level 1 - You are dazzled.
- Level 2 - You are shaken.
- Level 3 - You are dazed.
Necromancy - Your necromancy spells are stronger than most others, though the casting of these spells leaves your body drained. This physical drain last for the duration of the spell cast or for the length of the encounter, whichever is shorter, to a minimum of one round.
- Level 1 - You are sickened.
- Level 2 - You are fatigued.
- Level 3 - You are exhausted.
Transmutation - Your transmutation spells have a habit of giving the opposite effect that is intended. For example, a bull's strength spell may end up giving -4 to your strength score, or a polymorph spell may change you into an iguana instead of a dragon. The % chance of this happening is equal to the spell level timmes the number below.
- Level 1 - 3
- Level 2 - 4
- Level 3 - 5
Casting: At 1st and 3rd level, a Harpell paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Harpell paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one spellcasting class before he became a Harpell paragon, he must decide to which class he adds each level of Harpell paragon. If a Harpell paragon has no levels in a spellcasting class, this class feature has no effect.
Magical Aptitude: At 2nd level, the Harpell paragon can choose to memorize/cast an additional spell of up to one level lower than the highest level spell you can cast. This spell can be any spell from the cleric, druid, or sorcerer/wizard spell list, reguardless of the Harpell paragon's current casting class(es).
Ability Boost (Ex): At 3rd level, a Harpell paragon increases one ability score of his choice by 2 points. If the character can cast spells, this ability increase must be in the ability that determines his DC. If there are two or more ability scores that determine DC, choose one to apply this boost to.