Darekun

Alignment Paragon

Dec 22nd, 2020
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  1. To most people you meet, you are a relic of the Alignment Wars.
  2. A little over two centuries ago, the gods of Chaos and Law fought each other openly, to a stalemate with the destruction of two mighty empires. During that time of conflict, both sides empowered champions, paragons of their respective alignments, as the vanguard of every war. Sperethira's flag became the banner of Chaos, and Throal's flag the banner of Law; devotees flocked to their respective empires; and it was their mutual annihilation that presaged the end. In the end, there were no winners — only, as the saying goes, two sides worth of losers.
  3. But the gods live on, as do long-lived veterans of the Alignment Wars, and the gods still sometimes empower champions with the energies of law or chaos.
  4. You may encounter the few who still hold vigil for their side. They call themselves modern-day Sperethi and Throalics, and they speak Sperethiel or Throalic not because they were raised speaking that language, but as a political statement.
  5. An alignment paragon does not exist in a vacuum. They need a connection to the deity who empowers them, through a militant religious order. As a remnant of the Alignment Wars, there are two flavors of paragon, chaos paragon and law paragon; this is not so much two classes, as it is a choice which colors the paragon's career.
  6.  
  7. Prereqs
  8. Devotion: An alignment paragon must have a militant religious order. A chaos paragon must have a Chaotic order, a law paragon must have a Lawful order.
  9. Alignment: A chaos paragon must have Chaotic alignment, a law paragon must have Lawful alignment.
  10. Associates: An alignment paragon must not continue associating with someone who consistently offends their morals.
  11. While a chaos paragon can accept characters of any non-Lawful alignment as fellow adventurers, they can't knowingly associate with Lawful characters(except on some sort of undercover mission), and can accept henchmen, followers, or cohorts only if they're Chaotic.
  12. While a law paragon can accept characters of any non-Chaotic alignment as henchmen, followers, and fellow adventurers, they can't knowingly associate with Chaotic characters, and can accept cohorts only if they're Lawful.
  13.  
  14. Special: If an alignment paragon is old enough to have been one during the Alignment Wars 216 years ago, and they're entering play with Alignment Paragon levels, then they can declare themselves a Veteran Of The Alignment Wars. They gain this drawback and benefit.
  15. Drawback: Whenever you successfully save against or are missed by a spell or ability tagged with the alignment you oppose, or any spell or ability used by a foe with the creature subtype of the alignment you oppose, old grudges dance before your eyes and you become reckless. You take a -3 penalty to AC and all saves, which lasts until you can spend a full-round action to calm down. If you have Divine Grace, then this penalty is reduced to -2.
  16. Benefit: Whenever you use an Aligntment Paragon spell or ability against a target of the alignment you oppose, you can spend 1 subdual HP for a +2 untyped bonus to attack rolls and save DCs for that use of that spell or ability. If you have Divine Grace, then each level of Divine Grace increases this bonus by 1.
  17.  
  18. HD Type: D10
  19. BAB Factor: 1
  20. Fort: High
  21. Ref: Low
  22. Will: Low
  23. SP/Lev: 2
  24. Class Skills: Bluff(CHA), Concentration(CON), Craft: *(INT), Diplomacy(CHA), Handle Animal(CHA), Heal(WIS), Intimidate(CHA), Knowledge: Nobility And Royalty(INT), Knowledge: Religion(INT), Profession: *(WIS), Ride(DEX), Sense Motive(WIS)
  25. Proficiency: Simple Wepons, Martial Weapons, Light Armor, Medium Armor, heavy Armor, Shields
  26.  
  27. Divine Aura, Smite Alignment
  28. 1st Divine Energy, Energy Touch
  29. 2nd Talent Slot
  30. 3rd Turn/Rebuke Undead
  31. 4th Spells(max 1st)
  32. 5th Talent Slot
  33. 6th Talent Slot
  34. 7th Talent Slot
  35. 8th Spells(max 2nd)
  36. 9th Talent Slot
  37. 10th Talent Slot
  38. 11th Spells(max 3rd)
  39. 12th Talent Slot
  40. 13th Talent Slot
  41. 14th Spells(max 4th)
  42. 15th Talent Slot
  43. 16th Talent Slot
  44. 17th Talent Slot
  45. 18th Talent Slot
  46. 19th Talent Slot
  47. 20th Talent Slot
  48.  
  49. Divine Aura: A chaos paragon has an aura of Chaos(see the Detect Chaos spell) equal to a <Chaos> outsider of their class level. A law paragon has an aura of Law(see the Detect Law spell) equal to a <Law> outsider of their class level.
  50.  
  51. Smite Alignment <Su>: A chaos paragon has Smite Law. A law paragon has Smite Chaos.
  52. Whenever the paragon melee attacks a target with that alignment, they gain a +[Alignment Paragon Level] bonus to damage. If their CHA mod is +1 or better, then they first gain a +[CHA Mod] untyped bonus to hit with such attacks.
  53. Note that this damage bonus is fixed, not dice, and therefore is multiplied on a crit.
  54.  
  55. Divine Energy: At 1st level, an alignment paragon gains an energy via their order. Many orders offer only negative or only positive, and thus the paragon gains that energy. Other orders offer a choice, and the paragon must choose one of the offered energies.
  56.  
  57. Energy Touch: At 1st level, an alignment paragon gains a level of the Energy Touch talent. If they don't meet the CHA prereq then they can't use it, but they still have it, and will gain the use of it if they raise their CHA.
  58.  
  59. Talent Slot: At the indicated levels, an alignment paragon gains a talent slot, which can hold any Alignment Paragon talent, subject to prereqs as normal. All paragons have access to regular talents. A chaos paragon has access to Chaotic talents, a law paragon has access to Lawful talents. Divine Energy grants access to Positive or Negative talents, as appropriate.
  60.  
  61. Turn/Rebuke Undead <Su>: Starting at 3rd level, an alignment paragon can channel the energy they gained via Divine Energy. Positive grants them Turn Undead, negative grants them Rebuke Undead. They have [3 + CHA Mod] daily uses, and an effective Cleric level equal to their Alignment Paragon level.
  62.  
  63. Spells: At 4th level, an alignment paragon gains the ability to cast divine spells, based on WIS. Their caster level is half their Alignment Paragon level. They can cast any spell on their spell list, within the limits of the spell's MP cost and the paragon's max spell level.
  64. At 4th level, and each level thereafter, they gain [5 + WIS Mod] MP. This pool refreshes each day. MP cost depends on the spell level: 1 MP for a cantrip, 2 MP for 1st-level, 4 MP for 2nd-level, 8 MP for 3rd-level, 16 MP for 4th-level. Their max spell level is 1st at 4th class level, but increases to 2nd at 8th, 3rd at 11th, and 4th at 14th.
  65. The main Alignment Paragon spell list is given below. A chaos paragon adds the Chaos spells, a law paragon adds the Law spells. Divine Energy adds the Positive or Negative spells. In addition, the Clerical Copy talent can add spells to their spell list.
  66.  
  67. Ex-Paragons
  68. An alignment paladin who changes alignment away from the one they champion, or who grossly violates the moral standards they stand for loses all Paragon spells, talents, and abilities. They retain only the HD, HP, saves, skills, and proficiencies. They can no longer progress any farther as an alignment paragon. They regain their abilities and advancement potential if they atone for their violations(see the Atonement spell description), as appropriate.
  69. Perhaps more insidiously, they retain the ability to wield this sort of power, if only they can be empowered again. The other side may welcome them, a deity who was once foe becomes friend and patron, an order which was once rival becomes brotherhood and home. They cease to be a chaos paragon and become a law paragon, or vice versa, but they do so with their newfound powers at the full level they could use before. They lose any talents they no longer have access to, but can promptly fill those now-empty slots, and they take an energy from their new master. (Even if their old and new orders both offered a choice, they can take this opportunity to choose differently.)
  70.  
  71.  
  72.  
  73. Spell List
  74. 1st: Bane, Bless, Bless Weapon, Cause Fear, Create Water, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection From Evil, Protection From Good, Read Magic, Resistance, Virtue
  75. 2nd: Bear's Endurance, Bull's Strength, Darkness, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone Of Truth
  76. 3rd: Bestow Curse, Blindness/Deafness, Daylight, Deeper Darkness, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Evil, Magic Circle Against Good, Prayer, Remove Blindness/Deafness, Remove Curse, Slow
  77. 4th: Break Enchantment, Death Ward, Dispel Evil, Dispel Good, Freedom Of Movement, Holy Sword, Mark Of justice, Neutralize Poison, Poison, Unholy Sword
  78.  
  79. Chaos
  80. 1st: Protection From Law
  81. 2nd: Magic Circle Against Law
  82. 3rd: Chaos Hammer
  83. 4th: Dispel Law
  84.  
  85. Law
  86. 1st: Protection From Chaos
  87. 2nd: Magic Circle Against Chaos
  88. 3rd: Order's Wrath
  89. 4th: Dispel Chaos
  90.  
  91. Negative
  92. 1st: Curse Water, Inflict Light Wounds
  93. 2nd: Desecrate, Ghoul Touch, Inflict Moderate Wounds
  94. 3rd: Inflict Serious Wounds
  95. 4th: Enervation, Inflict Critical Wounds
  96.  
  97. Positive
  98. 1st: Bless Water, Cure Light Wounds, Lesser Restoration
  99. 2nd: Consecrate, Cure Moderate Wounds
  100. 3rd: Cure Serious Wounds
  101. 4th: Cure Critical Wounds, Restoration
  102.  
  103.  
  104.  
  105. Talents
  106.  
  107. Aura Of Grace <Su>
  108. Prereq: Divine Grace
  109. Benefit: While conscious, you radiate an aura granting your allies within 10' a +[CHA Mod] untyped bonus on all saves.
  110.  
  111. Clerical Copy <Split>
  112. Split: Choose a Cleric spell, of a level you can cast as a paragon.
  113. Benefit: Add the chosen spell to your Alignment Paragon spell list.
  114.  
  115. Critical Smite
  116. Prereq: Smite Alignment
  117. Benefit: When you hit with a smite attack but don't threaten a crit, you can roll the die again and take the better result. This can be combined with an ability that improves critical threat ranges, like the Improved Critical feat or the Keen weapon ability.
  118.  
  119. Divine Grace <Levelled> <Su>
  120. Prereq: CHA Mod: +1
  121. Benefit: +[Level × CHA Mod] untyped bonus on all saves.
  122.  
  123. Divine Health
  124. Benefit: You're immune to non-magical diseases.
  125.  
  126. Divine Health II
  127. Prereq: Divine Health
  128. Benefit: You're immune to magical diseases.
  129.  
  130. Energy Lance <Su>
  131. Prereq: Energy Touch (CHA Mod: +1, Divine Energy)
  132. Benefit: You can draw more deeply of your divine energy to use it at range. The max you can deliver in a single use is the same, but each point of energy delivered costs 2 from your energy pool. This is delivered via a ray, requiring a ranged touch attack to hit, with an RI of [Alignment Paragon Level × 5]', and a max range of 10 RIs.
  133.  
  134. Energy Lance II <Su>
  135. Prereq: Energy Lance (Energy Touch, CHA Mod: +1, Divine Energy)
  136. Benefit: You can draw more deeply of your divine energy to use it as a beam that pierces through targets. The max you can deliver in a single use is the same, but each point of energy delivered costs 2 from your energy pool. This is delivered via a line area, 5' wide, [Alignment Paragon Level × 50]' long.
  137.  
  138. Energy Touch <Levelled> <Su>
  139. Prereq: CHA Mod: +1, Divine Energy
  140. Benefit: You have a pool of [Level × Alignment Paragon Level × CHA Mod] energy(positive or negative depending on your Divine Energy), which can be delivered with a touch. This pool refreshes each day. The maximum you can deliver in a single touch is [Alignment Paragon Level × CHA Mod], but otherwise you can distribute this energy among touches as you see fit.
  141. Using Energy Touch for harm — that is, negative energy on the living, positive energy on the undead — is a melee touch attack that's considered armed. (It doesn't provoke AOOs, and it gets AOOs against unarmed attacks.) It also offers a DC: [10 + ½ Alignment Paragon Level + CHA Mod] Will save for half. The allocation of energy occurs when(and if) you successfully touch the target, so missed attacks don't waste energy from your pool, but before the save for half.
  142.  
  143. Energy Wave <Su>
  144. Prereq: Energy Touch (CHA Mod: +1, Divine Energy)
  145. Benefit: You can draw more deeply of your divine energy as a blast all around. The max you can deliver in a single use is the same, but each point of energy delivered costs 4 from your energy pool. This is delivered via a burst area, with a radius of [Alignment Paragon Level × 5]'.
  146.  
  147. Energy Wave II <Su>
  148. Prereq: Energy Wave, Energy Lance (Energy Touch, CHA Mod: +1, Divine Energy)
  149. Benefit: As Energy Wave, except the energy pool cost is merely doubled, not quadrupled.
  150.  
  151. Energy Wave III <Su>
  152. Prereq: Energy Wave II, Energy Lance II (Energy Wave, Energy Lance, Energy Touch, CHA Mod: +1, Divine Energy)
  153. Benefit: As Energy Wave, except the energy pool cost isn't multiplied.
  154.  
  155. Know Law And Chaos <Sp>
  156. Benefit: Detect Chaos and Detect Law at will.
  157.  
  158. Magical Energy <Su>
  159. Prereq: Energy Touch, ability to cast Alignment Paragon spells
  160. Benefit: As a move action, you can spend 2 MP and use Energy Touch on yourself. Instead of healing or harming as normal, it adds 2 points to your energy pool for each point of energy delivered.
  161.  
  162. Mystic Feat Slot <Levelled>
  163. Benefit: [Level] feat slots, each of which can hold any «Mystic» feat, subject to prereqs as normal.
  164.  
  165. Paralytic Smite <Su>
  166. Prereq: Smite Alignment, ability to cast Alignment Paragon spells
  167. Benefit: When you score a critical hit with a smite attack, you can decide to paralyze instead of multiplying the damage. The target must make a DC: [15 + CHA Mod] Will save or be paralyzed. (This functions as a 5th-level Hold Monster spell.)
  168.  
  169. Special Mount <Levelled>
  170. Benefit: You gain the service of an unusually intelligent, strong, and loyal steed to serve in your crusade. This mount is usually a heavy warhorse(for a Medium paragon) or a warpony(for a Small paragon). Another mount, such as a riding dog or a shark, should be an Animal-type creature one size larger than the paragon.
  171. [Level] times per day, as a full-round action, you can magically call your mount from the outer plane where it resides. This is a spell-like ability, with a spell level one-third your Alignment Paragon level. The mount immediately appears adjacent to you and remains for [Alignment Paragon Level × 2] hours. You can dismiss it at any time as a free action. The mount is the same creature each time it is summoned, though you can release a particular mount from service, and request another from the power you serve.
  172. Each time the mount is called, it appears in full health, regardless of what happened previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a Conjuration <Calling> effect.
  173. Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. For thirty days, you can't summon another mount, and you take -1 on attack rolls, damage rolls, and spell save DCs. If your mount is somehow returned from the dead, then this period of mourning ends early.
  174. See the Special Mount section for details.
  175.  
  176.  
  177.  
  178. Chaotic Talents
  179.  
  180. Aura Of Debilitation <Su>
  181. Benefit: While conscious, you radiate a malign aura inflicting a -1 penalty to AC upon your enemies within 10'.
  182.  
  183. Aura Of Resolve <Su>
  184. Benefit: While conscious, you're immune to compulsion effects(magical and mundane alike), and you radiate an aura granting a +4 «Morale» bonus on saves vs compulsion effects to your allies within 10'.
  185.  
  186.  
  187.  
  188. Lawful Talents
  189.  
  190. Aura Of Courage <Su>
  191. Benefit: While conscious, you're immune to fear effects(magical and mundane alike), and you radiate an aura granting your allies within 10' a +4 «Morale» bonus on saves vs fear effects.
  192.  
  193. Aura Of Despair <Su>
  194. Benefit: While conscious, you radiate a malign aura inflicting a -2 penalty to all saves upon your enemies within 10'.
  195.  
  196.  
  197.  
  198. Negative Talents
  199.  
  200. Inflict Disease <Levelled> <Sp>
  201. Prereq: Energy Touch
  202. Benefit: Contagion [Level]/day.
  203.  
  204. Inflict Poison <Levelled> <Sp>
  205. Prereq: Inflict Disease (Energy Touch)
  206. Benefit: Poison [Level]/day.
  207.  
  208.  
  209.  
  210. Positive Talents
  211.  
  212. Cure Disease <Levelled> <Sp>
  213. Prereq: Energy Touch
  214. Benefit: Remove Disease [Level]/day.
  215.  
  216. Cure Poison <Levelled> <Sp>
  217. Prereq: Cure Disease (Energy Touch)
  218. Benefit: Neutralize Poison [Level]/day.
  219.  
  220.  
  221.  
  222. Special Mount
  223.  
  224. A paragon's mount is enhanced beyond the capabilities of a non-magical animal, and it advances with them. Its type changes to Magical Beast, although it keeps its Animal HD. It in fact gains additional Animal HD, per the table below. It gains an untyped bonus to its <Natural Armor> bonus to AC, per the table below. It gains an untyped bonus to STR, listed as "ATT" on the table, and its INT increases to 5 plus this "ATT" untyped bonus. It also gains specific abilities as it advances.
  225.  
  226. Share Base Saves: For each save, the mount uses its own base save or the paragon's, whichever's better. Attribute modifiers and other modifiers(notably Divine Grace) aren't shared, just the base saves.
  227.  
  228. Improved Evasion: With an ability that normally offers a Ref save for half, the mount takes no effect on a successful save, and takes half effect on a failed save.
  229.  
  230. Telepathic Link <Su>: The paragon and mount have an empathic link, with a range of 1 mile, allowing them to communicate telepathically. However, this doesn't allow the paragon to see through their mount's eyes, and even intelligent mounts see the world differently, so misunderstandings are always possible.
  231. When a spell or other effect uses the paragon's connection to an item or place, they can substitute their mount's connection.
  232.  
  233. Share Spells: When the paragon casts a spell on themself, they can share it with their mount. The mount must be within 5' at the time of casting. If the mount moves out of this range, then the spell stops affecting the mount, and won't start up again even if they move back into range.
  234. The paragon can cast a spell with a target of "You" on their mount as a touch spell, instead of on themself.
  235. For these purposes, the mount can be affected if its type or the paragon's type is affected.
  236.  
  237. Fast Movement: +10' untyped bonus to the mount's best speed.
  238.  
  239. Command <Sp>: [Alignment Paragon Level / 2] times per day, the mount can command mundane animals of fewer HD and of similar species. (For example, horses, ponies, donkeys, and mules are all of similar species to each other.) If the mount is being ridden at the time, then it must make a DC: 21 Concentration check, or the use of Command will fizzle. This functions like the Command spell, except with a Will save DC of [10 + ½ Alignment Paragon Level + Paragon's CHA Mod].
  240.  
  241. SR: When its master reaches 15th Alignment Paragon level, it gains SR: [5 + Alignment Paragon Level].
  242.  
  243. Special Mount Advancement
  244. Paragon Level HD Natural Armor ATT Special
  245. 1st —— +2 —— Share Base Saves
  246. 2nd +1 +3 —— Improved Evasion
  247. 3rd +1 +3 +1 Telepathic Link
  248. 4th +2 +4 +1 Share Spells
  249. 5th +2 +4 +1
  250. 6th +3 +5 +1
  251. 7th +3 +5 +2
  252. 8th +4 +6 +2 Fast Movement
  253. 9th +4 +6 +2
  254. 10th +5 +7 +2
  255. 11th +5 +7 +3 Command
  256. 12th +6 +8 +3
  257. 13th +6 +8 +3
  258. 14th +7 +9 +3
  259. 15th +7 +9 +4 SR
  260. 16th +8 +10 +4
  261. 17th +8 +10 +4
  262. 18th +9 +11 +4
  263. 19th +9 +11 +5
  264. 20th +10 +12 +5
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