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Aroghin Paragon (3.5e Racial Paragon Class)

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Date Created: 26 October 2008
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{{#set:Summary= }}

{{#set:Summary=Overcoming their weaknesses, they gain a great enduring strength. |Length=6 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Poor |Class Ability=Other |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Aroghin ParagonEdit

...and that is the story of my people, who, for generations have tried as fools to open The Gate and gain entry as living men to use the power of The Edge of Time to become more powerful than any race had ever dreamed. The Ooplaxii were fools and died for their squanderous mistake. The Gate was meant to be used to save them, and they did nothing. Now here we sit, in a city built upon their ancient graves. It’s a city of hollowness, without ghosts, rotting away year by year, and fading into nothingness just like its builders. You are wasting your time here. You should have never come. That Gate is but a cursed lure. Mortals were never meant to undo that which Grim Face had claimed. You’ll die here. When he’s done playing with your body, he will sacrifice you to The Gate, as his wisdom will never guide him from his fool fate.
—Queen Cahlu explaining how her husband will deal with a trespassing elven witch

The aroghin is a stalwart guardian of his people's beliefs and culture. An aroghin paragon typically has a deep connection to his people. He strives exemplify the strengths of his race, working through hardships and curses that bind them all. He is rugged and stubborn and remains true to his ideals and the ideals of his people to his own end.

Making an Aroghin ParagonEdit

An aroghin paragon leads in a battle, so he's gotta be tough, armored and careful not to get himself into something he can't get out of alive.

Abilities: As with most any martial class, Strength is paramount for making attacks, though, an aroghin paragon also relies on his physical Constitution to get him through a battle, fending off attacks, and reducing the amount of damage he takes.

Races: Any aroghin or granling may take this class.

Alignment: Any.

Starting Gold: 6d4 ×10 gp (150 gp).

Starting Age: Moderate, as fighter, when taken for 1st-level characters.

Table: The Aroghin Paragon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Enduring Might, Nonlethal Damage Reduction
2nd +2 +3 +0 +0 Deflect Attack, Take the Hit
3rd +3 +3 +1 +1 +2 Constitution, Brute Will, Long Haul

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class FeaturesEdit

Aroghin paragons become tougher and more resilient, fending off blows and temptations. All of the following are class features of the aroghin paragon.

Weapon and Armor Proficiency: An aroghin paragon is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Enduring Might (Ex): At 1st level, able to outlast the lesser others of his kind, the aroghin paragon gains a bonus equal to ½ his character level on all checks he would use with the Endurance feat.

Nonlethal Damage Reduction (Ex): At 1st level, toughing it out, they resist the pain that causes others to fall. An aroghin paragon ignores 1 point of nonlethal damage from attacks per 2 HD (2 points at 3 HD, 3 points at 5 HD and so on...).

Take the Hit (Ex): At 2nd level, an aroghin paragon is trained to take pain. As an immediate action he may convert his Nonlethal Damage Reduction into Damage Reduction X/— for 1 round (where X is a number equal to ½ his HD, rounded down, minimum of 1).

Deflect Attack (Ex): At 2nd level, an aroghin paragon is trained to divert attacks away from himself with hands, sidesteps, shields or weapons at his disposal. As an immediate action, after an attack was rolled against him, but before that roll has been confirmed as a hit or miss, he may choose to apply his Constitution bonus as a shield bonus to his AC for that attack. He cannot deflect an attack with a result of a natural 20. He must be aware of the attack and not flatfooted.

+2 Constitution: At 3rd level, an aroghin paragon gains a +2 racial bonus to his Constitution as he becomes hardier.

Brute Will (Ex): At 3rd level, an aroghin paragon is massively tough and stubborn, resisting all temptation. He gains his Constitution bonus (if any) as a bonus to his Will saves.

Long Haul (Ex): At 3rd level, an aroghin paragon can move at his unencumbered speed even when wearing medium or heavy armor or when carrying a medium or heavy load. His enduring strength allows him to bear great burdens.

Aroghin Paragon Starting PackageEdit

Weapons: greatsword, gauntlets.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str −4
Craft 4 Int
Handle Animal 4 Cha
Intimidate 4 Cha
Jump 4 Str −4
Ride 4 Dex
Swim 4 Str −8
Listen (cc) 2 Wis
Search (cc) 2 Int
Spot (cc) 2 Wis

Feat: Weapon Focus (greatsword).

Gear: scale mail, Backpack, 2 days rations, flint and steel.

Gold: 44 gp.

Campaign InformationEdit

Playing an Aroghin ParagonEdit

Religion: Aroghin paragons pay homage to their God King, though, they also worship deities with the Death, Strength or War domains.

Other Classes: Whenever someone needs a big tough guy to step forward and get his job done, they are glad to have an aroghin paragon around.

Combat: An aroghin paragon takes point, wearing his opponents down with his resilience while continuing to pose a threat. Often, he serves as his group's martial warrior.

Advancement: Most aroghin paragons stick with martial classes, most commonly fighter and ranger, though granlings are likely to become barbarians. Those aroghin paragons who go into the service of higher authority (mundane or otherworldly) have made fine progress as clerics and paladins.

Aroghin Paragons in the WorldEdit

So this is war? … I can do this all day.
—Ahkmagg Ahzooth, aroghin paragon, from the frontlines of The Ooplaxii War

Within aroghin society, it is the aroghin paragons who are the nobles, the leaders, the elite and the wealthy. Their strength earns them respect and admiration. Even granlings are respected for their strength and fortitude, though, they are still seen as second class citizens, they are often royal guards or revered gladiators.

Daily Life: Aroghin paragons honor and serve those whom they owe allegiance to, following their orders. For those that follow them, they offer little comfort save the stability of their command.

Notables: Ahmahroque Cahleethou, a noblewoman, foiled several assassination attempts on her aging husband, ensuring that the aroghin nation remained stable until his successor could be named. He chose to name his wife, and she went on to rule in the senate where she later became head judge and led raiding squads against heretics, slaughtering a great many before she finally retired. After her death, she was taken up the great mountain and buried under the great God King's palace.

Organizations: Aroghin paragons are occasionally pressed into forming elite platoons to combat specific threats to the aroghin lands.

NPC Reactions: Aroghin paragons are often treated with respect and admiration, viewed as heros with near celebrity. Common folk love to be associated with such power and will often go out of their way to both please them and prevent them from getting angry and bearing their wrath upon the weak.

Aroghin Paragon LoreEdit

Characters with ranks in Knowledge (local) can research aroghin paragons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 Aroghin paragons can take a lot of punches in a fist fight.
10 Aroghin paragons are rugged, and can take a lot of physical abuse.
15 Aroghin paragons relish in their physical might, standing staunch after much pain and hardship.
20 Aroghin paragons continue to develop the power of the aroghin race long after they have gone onto other careers, becoming highly respected and well trained.

Aroghin Paragons in the GameEdit

Aroghin paragons fill the role of the warrior, the elite bodyguard, the noble knight, the military leader or any such position that requires a big tough guy who can take a hit.

Adaptation: Within some settings, the aroghin paragon may be reduced to lowly guards and thugs and lackeys who's cultural training is all that they can learn on the tough streets.

Sample Encounter: Three aroghin temple guards on a patrol stumble across the PCs in a restricted area, they call out in Aroghin as they attack head on, spaced 10 feet apart.

EL 5:

{{#set:Name=Aroghin Temple Guard|CR=3|Size=Medium|Summary=Elite working soldier tasked with patrols and keeping the peace.|Type=Humanoid (Aroghin)}}


Aroghin Temple Guard

CR 3

Aroghin Paragon 3
NE Medium Humanoid (Aroghin)
Init/Senses +5/Listen +1, Spot +1
Languages Aroghin
AC 19, touch 11, flat-footed 18
(+8 armor (full plate), +1 Dexterity)
Miss Chance Nonlethal Damage Reduction 1/-
hp 28 (3 HD)
Fort/Ref/Will +6/+2/+2
Speed 20 ft. (4 squares) in full plate, base speed 30 feet.
Melee halberd (mwk) +8/ (1d10+4/×3) or
Melee gauntlets +6/(1d3+3)
Ranged light crossbow (mwk)+4/ (1d8/19-20)
Base Atk/Grp +3/+6
Abilities Str 16, Dex 13, Con 17, Int 10, Wis 12, Cha 8
SQ Cursed Bloodline, Anger Mastery, Enduring Might, Nonlethal Damage Reduction 1/-, Brute Will
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Tower Shield Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Endurance, Weapon Focus (Halberd), Improved Initiative
Skills +3 Climb (Str), +7 Intimidate (Cha)
Advancement
Possessions 20 bolts, acid (flask) ×2, alchemist’s fire (flask) ×2, smokestick, tanglefoot bag, potion of mage armor, potion of cure light wounds ×3, 40 gp



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