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Races Edit

The psionic races in this sourcebook have had to rely upon themselves for survival. As a result, they have unlocked new abilities and skills that others of their race or classes have not. Socially, they closely resemble their counterparts as described in the Expanded Psionics Handbook. In your campaign, members of these races may have discovered these talents on their own.

Racial Paragon Classes Edit

Originally introduced in Unearthed Arcana, paragons represent the iconic members of their race. Their natural abilities are more developed than average members of their race, although they do not necessarily take part in the rigorous training as do most adventurers.

Because paragon classes are tied to a particular race, a character may only take levels in the paragon class for his race. A maenad could not take levels in elan paragon, for example, because the maenad does not possess the same inherent abilities as the elan. The paragon classes listed below represent the natural development of the psionic races on Rajrin, but it can easily be incorporated into any campaign setting with these races. Levels in racial paragon classes are not counted for XP penalties due to multiclassing.

Dromite Paragon Edit

Deep within the tunnels under the earth, the dromite hives work as a collective entity for the betterment of their society. Among this society, the dromite paragons are those who are most able to serve the society. Dromite paragons act as intermediaries among larger groups of other dromites, as well as protectors and scouts.

Adventures: Dromite paragons tend to adventure to find ways to expand their hive or their own fortunes.

Characteristics: Dromite paragons are tougher than the average dromite. Their enhanced senses and stronger carapace make them more able to venture beyond the safety of the hive. Because of these qualities, dromite psychic warriors are likely to become paragons, although society minds and psions are more likely to take levels in dromite paragon. In many societies, the hive leaders are chosen exclusively from dromite paragons.

Alignment: Dromites tend toward no specific alignment. The best and worst can be found among them. Because of their rigorous caste society, lawful dromite paragons are more frequent than other alignments, but any alignment can be found, if in smaller numbers.

Religion: The dromites revere their hive leaders as near deities. Since these hive leaders are all dromite paragons themselves, several paragons also serve as religious intermediaries as well as the dromite equivalent of court nobles and law enforcement.

Background: Dromite paragons typically come to their abilities while still in their hive. Their abilities to help protect the hive from invaders, and their latent telepathic abilities allow them to effectively coordinate with large groups. Some have been known to progress in their abilities outside of their society, although this is less common.

Other Races: The races that reside above ground tend to be of little concern for dromite paragons, unless they have a need to depart from their hive. If they do so, dromite paragons tend to get along with other races, although they do not take kindly to the humans who refer to them as ‘bug-men’. The concept of non-hive societies tends to give dromite paragons either a curious attitude toward other races, or a haughty attitude at the inefficient manner in which other societies operate.

Other Classes: Dromite paragons tend to view clerics and other deity-worshipping classes with skepticism. However, they respect the power these classes possess, and understand it can be necessary to help them with whatever needs the dromite paragon currently possesses. As such, dromites tend to get along well with most other classes. If nothing else, dromites are cooperative beings.

Game Rule Information

Dromite paragons have the following game statistics.

Abilities: Dromite paragons rely on Charisma for several important skills and Constitution for more hit points. Additionally, Wisdom and Charisma are both important for dromite society minds, who gain additional manifesting prowess from levels in dromite paragon.

Alignment: Any

Table: Dromite Paragon

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Improved Energy Ray, Heightened Senses
2nd +1 +0 +0 +3 Improved Chitin, Tremorsense +1 Society Mind Level
3rd +2 +1 +1 +3 Ability Boost (+2 Cha), Improved Chitin, Lesser Hive Mind +1 Society Mind Level

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The dromite paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Spot (Wis).

Bonus Class Skills: A dromite paragon considers an additional skill a class skill depending on their caste (much as a psion considers extra skills class skills depending on their devotion):
Fire Caste: Intimidate
Ice Caste: Sense Motive
Voice Caste: Perform
Glimmer Caste: Sleight of Hand

Weapon and Armor proficiency: A dromite paragon is proficient with simple weapons, light armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, a dromite paragon gains additional power points per day and access to new powers as if it had also gained a level in society mind (described in chapter 3). It does not, however, gain any other benefit a character of that class would have gained (improved network range, larger worldthought network, and so on). This essentially means that it adds the level of dromite paragon to the level of society mind, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in society mind before taking this paragon class, it does not gain manifesting levels.

Note: If you are not using the variant dromite here, you should replace this with wilder manifesting progression.

Improved Energy Ray (Ex): The dromite can now use its energy ray ability 1 additional time per day. Dromite paragon levels count double in the calculation for this ability’s manifester level. Heightened Senses (Ex): The dromite paragon's racial bonus on Spot checks improves to +3, and the more sensitive antennae grant them protection from flanking. Opponents do not get the usual +2 bonus on attack rolls from flanking the dromite paragon unless it is also denied his Dexterity bonus to AC against their attack.

Improved Chitin (Ex): At 2nd level, the dromite paragon's natural chitin improves in resiliency. The natural armor bonus granted improves to +5 at level 2. At 3rd level, the base resistance granted to an energy type improves to 8.

Tremorsense (Ex): Also at 2nd level, the dromite paragon's subterranean heritage becomes even more apparent. It gains the tremorsense special quality with a radius of 10 feet as long as it is not currently moving at more than its normal speed. Running, hustling, charging and moving faster than normal speed interfere with the sensations needed to locate something by vibration.

Ability Boost (Cha) (Ex):At 3rd level, a dromite paragon gains a +2 bonus to Charisma.

Lesser Hive Mind (Su): At 3rd level, the psionic neural pathways and insectoid ancestry of the dromite paragon combine, granting a weaker form of the hive mind special quality (see the Monster Manual), supported by any other dromites or beings with which the paragon has a mental bond (for instance, a psicrystal, mindlink or a worldthought network) within 30 feet. If any of these supporters are aware of a given danger, the paragon is as well. The paragon is not treated as flat-footed or flanked unless all of the supporters are. While a paragon cannot use this ability to read minds or communicate telepathically, but it can use it to impart subtle, minor messages to those it is in contact with as a move-equivalent action (as a rule of thumb, consider only emotions or single words).

If the dromite pragon links antennae with another willing domite paragon with this ability, the two of them are treated as supporters of each other’s hive minds until either one of them wishes to end the link. At the GM's discretion, characters with the Hive Mind quality may also "interface" with this ability. Dromite hive leaders are always considered supporters if the paragon is within range (and vice versa), regardless of whether or not the paragon has directly linked with them. Damage to the antennae can disrupt this ability, just as damage to the throat can disrupt speech.

Duergar Paragon Edit

Harsh, cruel and all-around mean, duergar believe that only through unceasing toil is life worthwhile. They do not enjoy much, except the satisfaction of a profit from a job well done. Duergar paragons seek to find more ways to increase their profit and their power in their clan. They are isolationist by nature, so outgoing adventurers are often outcasts or unusually forward-thinking examples of their kind. Duergar paragons are more likely to be located in their own settlements for this reason.

Adventures: Duergar paragons seek ever increasing rewards and riches. They strive to use the abilities of their race to their maximum potential and turn that potential into profit. Duergar paragons frequently seek adventure as a way to expand their personal profit margins, although a gregarious few seek to actually improve their quality of life.

Characteristics: Duergar paragons tend to be more commanding than normal duergar. They know they are examples to others of their brethren in what it means to be one of their race, and expect their neighbors to respect them for it. Regardless of their individual methods, duergar paragons are determined and patient. A frequent belief is that that stinting in work or giving up are weak and not to be tolerated, although whether those who are not industrious are punished or rallied is up to the individual.

Alignment: Lawful almost to a fault, nearly all duergar paragons are evil or at best a sullen neutral, caring not for their brother or others, only for their own profit. The few good duergar paragons found are more likely to adventure, as the skills they learn help them more readily survive life away from their society.

Religion: Those deities who embody wealth and prosperity tend to garner duergar paragon worshippers, as do those deities who represent the martial aspect of war. Most duergar paragons have little tolerance for the benevolent deities, feeling that they are too easy on their followers, which leads to decreased productivity and efficiency. Many duergar paragons feel that gods devoted strictly to suffering are useless, as suffering should be for something: profit.

Background: Duergar paragons learn their skills as other duergar: through unceasing toil and not shirking their duties. Duergar paragons build their abilities fighting their brethren for profit or, in many cases, to stay alive before the greed of another eliminates a possible rival. Those duergar paragons who survive and are crafty enough tend to become powerful guild masters in their society.

Other Races: Other races are only good to duergar paragons for two things: to buy their wares and to be slaves. Good aligned duergar paragons, however, understand that the other races have strengths and weakness and are more likely to cooperate. The outgoing and communal dromites in particular strike the sullen, individualist duergar as odd, although a few visionary thinkers amongst the duergar have observed the great productivity that the dromites exhibit, and are pressing for change. Suffice it to say, they are a distinct minority and are meeting with a staunch resistance at every turn.

Other Classes: Duergar paragons see other classes as means to an end. If an associate’s abilities can aid the duergar paragon to more profit, he is likely to seek him as a companion. Because of their natural militaristic background, duergar paragons typically seek those of a martial bent to assist them in battle. While they generally dislike teamwork-oriented classes or socialites (such as the bard or society mind), duergar paragons will work with any who they can use to increase their wealth or profit.

Game Rule Information

Duergar paragons have the following game statistics.

Abilities: Due to their typically aggressive nature, a duergar paragon relies on a high Strength score for melee attacks. To increase their chance of survival, they also benefit from a high Constitution.

Alignment: Any

Table: Duergar Paragon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat, Improved Stonecunning
2nd +2 +3 +0 +0 Hardened Spirit, Psionics Nature
3rd +3 +3 +1 +1 Ability Boost (+2 Con)

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The duergar paragon's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Weapon and Armor proficiency: Duergar paragons are proficient with all simple and martial weapons, with light, medium and heavy armor, and with shields (but not with tower shields).

Bonus Feat (Ex): Due to their martial bent, a 1st level duergar paragon gains a bonus feat. This feat may be any psionic feat or fighter bonus feat.

Improved Stonecunning (Ex): At 1st level, a duergar paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. He is also able to determine which direction is true north in relation to himself as if he had 5 ranks in Survival when underground.

Psionic Nature (Ps): Duergar paragons are more in tune with their psionic nature. As such, at 2nd level, the first use per day of each of their racial psi-like abilities does not count toward their daily limit.

Hardened Spirit (Su): A duergar learns to harden himself against detrimental effects. At 2nd level, a duergar paragon’s racial bonus on saving throws increases to +3.

Ability Boost (Con) (Ex): At 3rd level, a duergar paragon gains a +2 bonus to Constitution.

Elan Paragon Edit

Created rather than born, the elan paragon understands that her psionic heritage is truly from where her powers stems. She seeks to expand the psionic power that created and infused her being, while also expanding her knowledge, that it may help her unlock the powers lying dormant within. To keep her society secret, she also seeks to use her psionic power to mask her unusual nature, keeping the prying eyes of other races from her race. Due to the incredible lifespan that elans possess, an elan paragon understands that all will come in time and possess a patience that would cause many elves to become envious.

Adventures: Elan paragons have the same drive for exploration that humans have, as they were originally human. They seek adventure for a variety of reasons, including the thrill, to expand their knowledge, or for riches.

Characteristics: An elan paragon works to blend her psionic heritage with her aberrant nature. They tend to be quicker of wits than standard members of their race, and are better at hiding their nature from others. An elan paragon seeks to master the psionic powers used in her creation.

Alignment: Elan paragons can be of any alignment. Because they are created and not born, they tend to be more lawful than chaotic, as they work with their makers to identify possible candidates to become future elans. That said, chaotic elans aren’t unheard of, and frequently operate on their own moral codes, seeing themselves as removed from society and therefore above it.

Religion: Elan paragons tend not to follow any particular god. Knowing that you were created by others instead of born, and will not die of old age, has a tendency to give elan paragons a unique perspective on life and death. Some elan paragons do venerate deities, and typically choose deities associated with knowledge. Others simply retain the habit of worshipping whatever deity they followed in their human lifespan, although over time this practice tends to wane.

Background: Most elan paragons come into their abilities from a life of trying to develop their psionic potential and avoiding detection from the societies that are unaware they exist. The elan paragon understands that other societies are sources of information and, many times, they progress in their abilities along other races, instead of other elans, although they continue to strike these races as a little odd on some primal level.

Other Races: Elan paragons, being originally human, tend to have a mixed view of the human race. Some elan paragons see them as inferior, while others view them with a nostalgic view. Because other races are more prolific, elan paragons understand that they will need to work alongside these other races for at least part of their immortal lives.

Other Classes: Similar to their views on other races, elan paragons view other classes as those who they will, at some point in time, have to work with or alongside. A thousand years is a long time, and much will likely be seen. This viewpoint gives the elan paragon more tolerance of other classes. They do, however, tend to prefer the company of those classes of a psionic nature.

Game Rule Information

Elan paragons have the following game statistics.

Abilities: Naturally inclined toward psionics and the psion class in particular, elan paragons benefit from a high Intelligence for their manifesting ability. Constitution is also important for their survivability.

Alignment: Any

Table: Elan Paragon

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Aberrant Sight, Masked Nature, Psionic Nature
2nd +1 +0 +0 +3 Psionic Heritage +1 Psion Level
3rd +1 +1 +1 +3 Ability Boost (+2 Int) +1 Psion Level

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The elan paragon may choose any eight skills as class skills. (Knowledge skills must be selected individually.)

Weapon and Armor proficiency: Elan paragons are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield.

Manifesting: At 2nd and 3rd level, an elan paragon gains additional power points per day and access to new powers as if she had also gained a level in psion. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of elan paragon to the level of psion and then determines power points per day, powers known, and manifester level accordingly. If the character did not have any class levels in psion before taking this paragon class, she does not gain an increase to her manifesting levels.

Aberrant Sight (Ex): At 1st level, an elan paragon gains darkvision out to 60 feet.

Masked Nature (Ex): At 1st level, an elan paragon may mask her psionic and aberrant nature from others. As a standard action, she may grant herself a +10 bonus on Bluff and Disguise checks made to impersonate a human (or other creature with the human subtype) for 8 hours (or until dismissed). While this ability is active, her psionic aura strength is half as strong as it normally would be (see detect psionics).Ironically, this ability is drawn from an elan's aberrant heritage itself, and as such tends to subconsciously unsettle more humanoid minds.

While this ability is active, NPCs that remain within 30 ft. of the elan paragon have their attitudes automatically worsen towards the elan paragon (but not to her companions) one step every five minutes, to a maximum of Unfriendly. These can be altered by Diplomacy checks or other means as normal.

Psionic Talent (Ex): An elan paragon gains the Psionic Talent feat for free at first level.

Psionic Heritage (Ex): At 2nd level, an elan paragon’s naturally psionic potential allows her to select any psionic, metapsionic or item creation feat as a bonus feat. She must still meet all prerequisites for the feat.

Ability Boost (+2 Int) (Ex): At 3rd level, an elan paragon gains a +2 bonus to Intelligence.

Half-Giant Paragon Edit

Strong and aggressive, the half-giant is a formidable opponent who suffers little from others. Their physical prowess is not only good in battle, but also serves to intimidate those who would accost the half-giant. Their humanoid ancestry has granted them surprisingly sharp minds for giants, and their psionic nature lets them survive in environments which other races would find inhospitable.

Half-giant paragons are daunting warriors, using their physical abilities in combination with their psionic might to subdue and defeat their enemies.

Adventures: Half-giants tend to adventure due to their mixed heritage. Not truly at home among giants or humans, they tend to a solitary life. Adventuring allows them to socialize with those who are less likely to judge them.

Characteristics: Half-giant paragons are stronger and sturdier members of their race. Where other half-giants may fail from exhaustion, the half-giant paragon is able to survive. Some half-giant paragons know this and take advantage of their increased physical prowess by becoming guards or, in some cases, brigands.

Alignment: Because of the general stigma surrounding the half-giant in both giant and human societies, half-giants tend toward more chaotic or neutral alignments for their society view, but the best and worst are found among them.

Religion: Half-giant paragons, like most other half-giants, have little use for religion. Few among them take up the cause of any deity, instead holding to an ideal.

Background: Half-giant paragons typically come to their abilities from their life in a harsh society where they do not really have a place. The world can be cruel, and half-giant paragons know that inner and outer strength is what is needed if you are to survive.

Other Races: Because of their mixed nature, half-giant paragons tend to view humans and giants with skepticism. Those groups of either that are accepting of his heritage are few and far between. However, half-giant paragons view most other races based upon their physical prowess and, as such, view elves as frail.

Other Classes: Half-giant paragons work best with those classes that can augment his fighting prowess. He realizes that his brute force may allow him to subdue his opponents, but he will need someone to heal those wounds he takes and to help overcome those obstacles that raw strength will not suffice. As such, a half-giant paragon tends to work best with healing classes, such as the society mind or the cleric, and primary manifesters, such as psions or wilders. For reasons that they will not (or perhaps cannot) make entirely clear, several half-giant paragons have a stigma against arcane magic, and are usually initially suspicious to its practitioners.

Game Rule Information

Half-giant paragons have the following game statistics.

Abilities: Half-giant paragons have a more martial bent then a standard half-giant. As such, they benefit from a high Strength score. Constitution is also important to them to improve their resiliency.

Alignment: Any

Table: Half-Giant Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +1 +2 +0 +0 Fire Resistance
2nd +2 +3 +0 +0 Ability Boost (+2 Str) +1 Psychic Warrior Level
3rd +3 +3 +1 +1 Ability Boost (+2 Con) +1 Psychic Warrior Level

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The half-giant paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str).

Weapon and Armor proficiency: A half-giant paragon is proficient with simple and martial weapons, light, medium, and heavy armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, half-giant paragons gains additional power points per day and access to new powers as if he had also gained a level in psychic warrior. He does not, however, gain any other benefit a character of that class would have gained (bonus feats and so on). This essentially means that he adds the level of half-giant paragon to the level of psychic warrior, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in the psychic warrior class before taking this paragon class, he does not gain manifesting levels.

Fire Resistance (Ex): The half-giant paragon’s fire resistance improves, granting him fire resistance 5.

Ability Boost (+2 Str) (Ex): At 2nd level, a half-giant paragon gains a +2 bonus to Strength.

Ability Boost (+2 Con) (Ex): At 3rd level, a half-giant paragon gains a +2 bonus to Constitution.

Maenad Paragon Edit

Reserved and calm, the maenads are a race of emotionally polar beings. While calm to most observers, maenads struggle daily with their wild, nearly uncontrollable emotions. Maenad paragons are ferocious fighters, matching the barbarian when he chooses to unleash the pent up emotions bottled inside. His need to control his emotions also lends him a clarity of thought that opposes those who would try to affect his thoughts.

Adventures: Adventures are ways for maenad paragons to expand their abilities. Sometimes, it is simply the need to get out of the stifling society that is maenad culture. Because the maenad paragon learns to harness the storm of emotions trapped inside, some of the more conservative maenads view the abilities of the maenad paragon as suspect, feeling that any outburst is unnecessary.

Characteristics: Maenad paragons are more in tune with the bottled emotions than normal maenads; they have learned to harness that overwhelming emotional energy to greater effect. Through the intense force of will the maenad paragon must constantly exhibit to keep this energy under control, he has also learned how to protect his mind from others who would try to subject him to their will.

Alignment: To keep their emotions in check, maenad paragons tend toward lawful alignments more often than chaotic. However, it is not a requirement; the best and worst are found among maenad society.

Religion: Like most other maenads, maenad paragons tend to worship deities of the sea. The conflicting nature of the ocean gives something to which the maenad paragon can relate: it is oft-times calm, but can become a raging storm without warning.

Background: The constant battle of keeping their raging emotions in check tends to produce frequent maenad paragons. Many maenad paragons come to their abilities simply through understanding and controlling their emotions. Others come into them from unleashing their emotions, learning to channel that rage into combat ability and then having to quell the urge again.

Races: Like other members of their race, maenad paragons tend to have trouble understanding the more lackadaisical races, such as halflings or xephs. The varied nature of humans and their personalities makes it easier for maenad paragons to work alongside them. Other Classes: Maenad paragons respect monks for the strict codes they follow. They tend to look down on the barbarian, for his wanton use of the rage that a maenad paragon believes should be keep in check. In general, though, a maenad paragon follows the deeds of an individual rather than stereotypes, knowing all too well that things are seldom what they outwardly appear to be.

Game Rule Information

Maenad paragons have the following game statistics.

Abilities: Maenad paragons benefit from a high Strength score for their combat abilities, as well as a high Constitution to make them more resilient. Because of their natural affinity for the wilder class, they benefit from a high Charisma for manifesting, as well.

Alignment: Any

Table: Maenad Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Enhanced Outburst
2nd +1 +0 +0 +3 Disciplined Mind +1 Wilder Level
3rd +2 +1 +1 +3 Ability Boost (+2 Cha) +1 Wilder Level

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The maenad paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Spot (Wis).

Weapon and Armor proficiency: A maenad paragon is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, maenad paragon gains additional power points per day and access to new powers as if she had also gained a level in wilder. She does not, however, gain any other benefit a character of that class would have gained (wild surge, special abilities, and so on). This essentially means that she adds the level of maenad paragon to the level of wilder, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in the wilder class before taking this paragon class, she does not gain manifesting levels.

Enhanced Outburst (Ex): When a maenad paragon utilizes his outburst racial ability, his bonus to Strength increases to +4, instead of +2.

Discplined Mind (Ex): At 2nd level, a maenad paragon gains a +4 bonus on all saving throws against mind-affecting effects.

Ability Boost (+2 Cha) (Ex): At 3rd level, a maenad paragon gains a +2 bonus to Charisma.

Xeph Paragon Edit

Known for their amazing feats of agility, their uncanny bursts of speed, and their psionically resilient nature, xephs are the embodiment of speed and grace. Xeph paragons exemplify their agility and speed, using it both to see more lands through travel, and to more ably defend themselves in combat. Xeph paragons are masters of movement, often darting in and out of combat, catching their opponents by surprise.

Adventures: Adventures are exciting, or so xeph paragons believe. The draw of the unknown and the possibility of new people to meet, laugh with, and trick capture the xeph paragon’s attention.

Characteristics: Xeph paragons are faster and more agile than the average members of their race. Because of their agility qualities, xeph psychic warriors are likely to become paragons, although soulknives and nonpsionic agile classes (such as rogue or ranger) appear at least as frequently.

Alignment: Xeph paragons tend strongly toward good alignments. Because of the race’s affinity for the abilities of the soulknife, xeph paragons tend to be more lawful than chaotic, but it is not required.

Religion: More than the average xeph, xeph paragons tend to revere those deities of travel, quickness, and horizons. These beliefs tie most closely to what drives the xeph paragon.

Background: Xeph paragons tend to develop their racial paragon skills while out seeking to enjoy life. Their good-natured demeanor sometimes can result in bullies attempting to harass the xeph paragon, and, as such, his impressive mobility comes in handy. The xeph fondness for tricks tends to lend itself to the need for the additional psionic resistance, as any manifesters finding themselves the butt of a xeph paragon’s joke is not likely to be too kind to the joker.

Races: Xeph paragons follow the same general principal of interacting with other races as a normal xeph would. While they feel the maenad are too uptight, they tend to get along with most other races. They regard duergar as too dour to be much fun, although they enjoy playing jokes on good-aligned duergar, as they are less likely to seek physical retribution than their evil counterparts.

Other Classes: Because xeph paragons focus to increase their race’s natural speed, they work best with classes that can keep their enemies standing still or causing a distraction. As such, front-line combatants, such as the fighter, psychic warrior, or spellcasters such as the wizard or sorcerer tend to complement the xeph paragon’s abilities quite well.

Game Rule Information

Xeph paragons have the following game statistics.

Abilities: Xeph paragons benefit from a high Dexterity score to improve their ability to avoid their enemies’ attacks. A high Constitution score is also important for those strikes that actually land.

Alignment: Any

Table: Xeph Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Improved Burst
2nd +1 +0 +3 +0 Psionic Deflection
3rd +2 +1 +3 +1 Ability Boost (+2 Dex), Mind Dagger

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The xeph paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Spot (Wis).

Weapon and Armor proficiency: A Xeph Paragon is proficient with simple weapons, light armor, and shields (but not tower shields).

Improved Burst (Ex): When a xeph paragon uses his racial burst ability, he gains an additional 10 feet of movement. This bonus increases to 20 feet at 3rd level.

Psionic Deflection (Su): At 2nd level, if a xeph paragon rolls a natural 20 on a saving throw against a power of a level no greater than one third his hit dice (to a minimum of 1), he may expend his psionic focus as an immediate action to rebound the effect as if by the reddopsipower. The xeph paragon cannot use this ability on effects that the reddopsi power would not normally be able to rebound.

Ability Boost (+2 Dex) (Ex): At 3rd level, a xeph paragon gains a +2 bonus to Dexterity.

Mind Dagger (Su): The xeph paragon, upon achieving 3rd level, learns to emulate those among his race who utilize the mind blade. He is able to create a mind blade as a 1st level soulknife, but it appears in the form of a dagger (instead of a short sword). If he has at least one level in soulknife, he also gains the ability to shape his mind blade into a dagger as well as his other options, if any, with a full-round action. Further, xeph paragon levels now stack with soulknife levels for the mind blade and mind blade enhancement class features.

Racial Specialty Levels Edit

The prowess of the maenad warriors is renowned throughout the land, and you'd be hard-pressed to find a more powerful psion than an elan. These are represented in-game through racial specialty levels, a pseudo-replacement level for members of specific races and classes. If you are a member of a specific race, you may take a racial specialty level rather than a standard class level. These come with specific abilities unique from the base class level, including hit dice and skill lists, but are only available at specific points in a character’s progression. For instance, a duergar about to take his first, third, or fifth level of egoist may instead take a level of "duergar egoist," which comes with a higher hit die and its own unique class features, all detailed below.

If you choose to take a racial specialty level instead of the standard class level, you may never gain the abilities of the original level. Sometimes, this means giving up a powerful ability for another powerful ability. Other times, you may sacrifice a class feature that did not grant much of a benefit due to your race. For example, xeph soulknives who take the first racial specialty level never gain the Wild Talent feat. However, as the race is naturally psionic, the only loss this poses is an extra two power points, which matters little for a soulknife, who does not manifest powers. Other levels, however, might replace a psionic power with a new special ability, limiting that character’s options of powers to manifest, but granting them a specific ability other races may not be able to access. Each class feature will identify what it replaces, if anything. If a class feature has the same name as the original class’s feature and is marked with an asterisk (*), it has been modified in some way from the original class feature.

Racial specialty levels are, in all other regards, levels in their original classes. You do not need to take a level in a racial specialty if you do not want to, nor do you need to take earlier levels to take later ones. For instance, a maenad fighter may decide to take only the level 4 racial specialty, opting instead for the standard fighter levels 1 and 2, while another maenad fighter may have no racial specialties and another may take all three. Because these specialty levels are essentially levels in the original class, they do not count as separate classes for purposes such as multi-class experience penalties.

Presented below are racial specialties for six psionic races. Each psionic race has two racial specialty class options. Additional specialties are possible for non-psionic races; talk to your GM.

Dromite Ranger Edit

A dromite’s natural sensory and martial abilities make him naturally inclined toward the path of the ranger. The ranger’s tracking ability compliments the dromite’s scent ability, while their underground society lends to the dungeoneer aspects of the ranger.

Hit Die: d8

Requirements: To take a dromite ranger racial specialty level, a character must be a dromite about to take its 1st, 4th, or 7th level of ranger.

Class Skills: Dromite ranger racial specialty levels have the class skills of the standard ranger class, plus Autohypnosis and Knowledge (Psionics). Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the dromite ranger racial specialty levels.

Wild Empathy (Ex): Beginning at 1st level, a dromite ranger can improve the attitude of an animal. This ability functions identically to the ranger class feature of the same name, except that the dromite ranger’s natural affinity to dealing with others grants it a +2 racial bonus to its wild empathy checks.

Animal Companion (Ex): At 4th level, a dromite ranger gains an animal companion. This ability functions identically to the standard ranger ability, but a dromite ranger may also choose from the following list of animals: brain mole, folugub, phrenic badger, phrenic bat, and phrenic rat.

Up The Walls: At 7th level, a dromite ranger gains the Up the Walls feat as a bonus feat. This racial specialty feature replaces a standard ranger’s woodland stride class feature.

Dromite Society Mind Edit

The cooperative society of dromites lends extremely well to the abilities of the society mind. The hive nature of the dromite race and the network nature of the society mind may be more than just a coincidence in how closely the two are related.

Hit Die: d6

Requirements: To take a dromite society mind racial specialty level, a character must be a dromite about to take its 1st, 3rd, or 5th level of society mind.

Class Skills: Dromite society mind racial specialty levels have the class skills of the standard society mind.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the dromite society mind racial specialty levels.

Manifesting: A dromite society mind may choose to use its Charisma score in place of its Wisdom score for purposes related to learning and manifesting powers, as well as for bonus power points.

Worldthought Network (Su): A dromite society mind is more accustomed to a hive mind concept than a standard society mind. As such, a dromite society mind’s worldthought network ability works as in the society mind class entry, but the dromite society mind may add up to its class level + his Charisma modifier in willing targets into its network.

Soulbinding Gaze (Su): As a normal society mind, but treat the dromite society mind's class level as 2 higher than normal.

Network Sense (Su): As the normal society mind ability, except that if the dromite society mind has line of effect to a network member, it needs not expend its psionic focus to pinpoint their location. It still must expend focus to determine any conditions affecting members of the network.

Empathy: At 5th level, a dromite society mind gains Expanded Knowledge (empathy) as a bonus feat.

Duergar Egoist Edit

The duergar race is naturally inclined to using psionics on their bodies, as seen by their natural ability to expand. This affinity leads many duergar down the path of the egoist - the psion specialized in psychometabolism powers that manipulate the manifester’s body.

Hit Die: d6

Requirements: To take a duergar egoist racial specialty level, a character must be a duergar about to take her 1st, 3rd, or 5th level of egoist.

Class Skills: Duergar egoist racial specialty levels have the class skills of the standard egoist class, plus Listen and Spot.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the duergar egoist racial specialty levels.

Extra Powers Known: A 1st level duergar egoist adds biofeedback, expansion and thicken skin to his list of powers known. This racial specialty feature replaces a standard egoist’s bonus feat at 1st level.

Brooding Psicrystal: A duergar egoist’s sullen personality manifests in the form of a psicrystal. The duergar egoist gains the Psicrystal Affinity feat, but may only choose the Bully or Single-Minded personalities. If he already possesses a psicrystal, he gains the Improved Psicrystal feat, but may only choose the Bully or Single-Minded personalities. This racial specialty feature replaces one of the powers gained by a standard egoist at 3rd level. From this point on, the duergar egoist knows one less power than a standard egoist.

Bonus Feat: A duergar egoist gains a bonus feat at 5th level. This feat must be a psionic feat, a metapsionic feat, a psionic item creation feat, or a fighter bonus feat.

Duergar Fighter Edit

Dour and martial, the duergar as a race favor the path of the fighter over all others. Their tendency to attack first and ask questions later further reinforces this favoritism. A duergar’s natural toughness also helps him on the battlefield, where he is likely to wade directly into combat.

Hit Die: d12

Requirements: To take a duergar fighter racial specialty level, a character must be a duergar about to take her 1st, 2nd, or 4th level of fighter.

Class Skills: Duergar fighter racial specialty levels have the class skills of the standard fighter class, plus Move Silently.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the duergar fighter racial specialty levels.

Small and In Charge (Ex): A duergar’s exceptional stability allows him to better counter bull rushing or tripping attempts by an enemy. When a duergar fighter successfully stops a bull rush or trip attempt, he may immediately make an attack of opportunity against the opponent, even if he already made one at the start of the attempt (this attack doesn’t count against his limit of attacks of opportunity in one round). This racial specialty feature replaces the standard fighter’s 1st level bonus feat.

Bonus Feat (Ex): At 2nd level, a duergar fighter gets a bonus combat-oriented feat. This bonus feat must be drawn from the feats noted as fighter bonus feats or psionic feats. The duergar fighter must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.

Pick Expertise (Ex): Decades of working underground has given the duergar a more expert skill with pick weapons (light pick and heavy pick, plus similar weapons at the GM’s option). As a result, a duergar fighter gains a +1 bonus on attack rolls and +2 bonus on damage rolls when wielding a pick. These bonuses do not stack with Weapon Focus or Weapon Specialization, but are treated as equivalent for the purpose of qualifying for feats, prestige classes, or anything else that requires those feats. This benefit replaces the bonus feat gained by a standard 4th level fighter.

Elan Monk Edit

The elan monk may sound unusual, but as many elans have found, the meditation required to be a psion is not much different than the methods used by many monks. The ki energy a monk unlocks resembles psionic power in many ways and the elan monk learns to unify both sources of energy into a single wellspring of internal potential.

Hit Die: d8

Requirements: To take an elan monk racial specialty level, a character must be an elan about to take her 1st, 3rd, or 5th level of monk.

Class Skills: Elan monk racial specialty levels have the class skills of the standard monk class, plus Autohypnosis.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the elan monk racial specialty levels. Additionally, elan monks with at least one of these specialty levels can freely multiclass between monk and psion (of any devotion).

Bonus Feat: A 1st level elan monk may select either Psionic Fist or Psionic Weapon as a bonus feat. She does not need to meet the prerequisites for these feats to select them. This replaces the standard monk’s choice of bonus feats at 1st level.

Mental Resilience (Ex): An elan monk of 3rdlevel or higher gains a +3 bonus on saving throws against spells, powers and effects with the mind-affecting descriptor. This racial specialty feature replaces the standard monk’s still mind class feature, but still counts as still mind for the purposes of meeting requirements.

Metaphysical Strike (Su): At 7th level, an elan monk gains the Telekinetic FistsUT feat, even if she doesn't meet the prerequisites. She uses her Wisdom instead of her Charisma when using this feat. This recial specialty feature replaces the standard monk's wholeness of body feature. This racial specialty feature replaces the standard monk’s wholeness of body feature.

Elan Psion Edit

Born of psionic power, born into psionic powers, the elan is the embodiment of the mind’s psionic potential. Because of their origin, elans have a natural proclivity toward the path of the psion. Unlike many other races, the elans are not drawn to any single discipline; all psionic disciplines are equal to them.

Hit Die: d4

Requirements: To take an elan psion racial specialty level, a character must be an elan about to take her 1st, 3rd, or 5th level of psion. Which devotion the character belongs to does not matter.

Class Skills: Elan psion racial specialty levels have the class skills of the standard psion class, including those additional skills from the elan’s chosen devotion.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

Class Features

All of the following are class features of the elan psion racial specialty levels.

Aberrant Manifesting (Ex): When an elan psion manifests a power, the power points spent are retained in her form for a brief period of time, allowing her to use her racial abilities (resilience, repletion, and resistence) at a decreased cost until the start of her next action. For example, a 1st level elan kineticist manifests an energy ray for 1 power point. Until the start of his next action, he has one "free" power point to spend in his racial abilities, and therefore could activate resistance for free. Later, at 5th level, he manifests an energy missile that costs 5 power points. Until the start of his next action, he has 5 "free" power points to spend on his racial abilities -- for instance, he could negate up to 10 damage with resilience at no additional power point cost. This racial specialty feature replaces one of the powers known gained by a standard psion at 1st level. From this point on, the elan psion knows one fewer power than a standard psion.

Innate Power (Ex): At 3rd level, an elan psion draws upon the psionic energy used to create his form and unlocks more psionic abilities from latency. He may add one power to his psion powers known list up to the maximum level of power he can manifest as a psion. This power can be from any power list, as the Expanded Knowledge feat, but is not restricted to one level below his maximum power known. This racial specialty feature replaces one of the standard powers known gained by a standard psion at 3rd level.

Clairvoyant Resistance (Su): At 5th level, an elan psion learns to guard herself from those who would attempt to scry her. While psionically focused, any time an attempt is used to use a clairsentient or location determining effect on her, the manifester of the effect must succeed on a manifester level check (1d20 + manifester level) against a DC of 11 + the manifester level of the elan psion. Failing this effect means that the power fails (if it was targeted on her) or that the elan psion simply isn’t detected as present (if she was in the area of effect). This racial specialty feature replaces the bonus feat gained by a standard psion at 5th level.



Template:3.5e Untapped Potential Breadcrumb

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