User:Ganteka Future/Asuta Paragon Rework

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Author: Ganteka Future (talk)
Date Created: 19 March 2010
Status: 1 June 2020: v3.0
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Attaining the power of their bloodlines, asuta paragons smite good and evil alike. 10 1 Good Good Good Good Other Other

Asuta Paragon

The asuta paragon is typically how many asutas begin their careers. It offers ability score boosts, protective abilities and resistances, fair combat prowess and access to many skills, fulfilling the strengths innate to their outsider heritage. Asutas that pursue this path often interrupt it with levels in other classes.

Making an Asuta Paragon

Asuta paragons weather through special attacks and abilities, especially when facing other outsiders. They rely on their varied defenses to keep them in a fight.

Abilities: A 10th level asuta paragon has the following racial ability score adjustments (presented here for easy reference): +4 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom and +4 Charisma.

Races: This class is designed for use with the asuta. A DM may give the option to allow a player playing an outsider with both the Good Subtype and Evil Subtype to take this class. Additionally, the DM may allow Good Subtype outsiders with an evil alignment or good alignment outsiders with the Evil Subtype to take this class, though if they cease having either of those combinations of subtype and alignment, they may not take additional levels in this class until they once again qualify.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Asuta Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Racial Ability
Score Boost
Special Damage
Reduction
Resistance
to Energy
Spell
Dampening
Toxin
Resistance
Fort Ref Will
1st +1 +2 +2 +2 Heritage Power 1/Good or Evil 1 0 +1
2nd +2 +3 +3 +3 Heritage Power 2/Good or Evil 2 0 +1
3rd +3 +3 +3 +3 +2 Con Heritage Power 3/Good or Evil 3 0 +2
4th +4 +4 +4 +4 +2 Cha Heritage Power 4/Good or Evil 4 1 +2
5th +5 +4 +4 +4 +2 Str Heritage Power 5/Good or Evil 5 1 +3
6th +6/+1 +5 +5 +5 +2 Int Heritage Power 6/Good or Evil 6 1 +3
7th +7/+2 +5 +5 +5 +2 Con Heritage Power 7/Good or Evil 7 1 +4
8th +8/+3 +6 +6 +6 +2 Dex Heritage Power 8/Good or Evil 8 2 +4
9th +9/+4 +6 +6 +6 +2 Cha Heritage Power 8/Good or Evil 9 2 +5
10th +10/+5 +7 +7 +7 +2 Str,
+2 Wis
Consummate Blood 8/Good or Evil 10 2 +5

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (the planes) (religion) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the asuta paragon.

Weapon and Armor Proficiency: An asuta paragon gains no additional proficiencies.

Damage Reduction (Su): At 1st level, an asuta paragon gains Damage Reduction 1/Good or Evil. This damage reduction increases by 1 point per asuta paragon level.

Heritage Power: At 1st level, an asuta paragon learns to tap into abilities associated with his numerous lineages. He gains one of the abilities of his choice from the list below. He gains another at each additional asuta paragon level (except 10th).

Resistance to Energy (Ex): At 1st level, an asuta paragon gains Resistance to Energy 1 to acid, cold, electricity and fire. This resistance to energy increases by 1 point per asuta paragon level.

Spell Dampening (Ex): At 1st level, an asuta paragon gains Spell Dampening 0. This increases by 1 point at 4th and 8th asuta paragon levels. He may choose to allow spells he is aware of to bypass his Spell Dampening as a non-action.

Toxin Resistance (Ex): At 1st level, an asuta paragon gains a +1 bonus on saves to resist diseases and poisons. This bonus increases to +2 at 3rd, +3 at 5th, +4 at 7th and +5 at 9th asuta paragon levels.

Racial Ability Score Boost: At 3rd asuta paragon level, he starts gaining racial bonuses to his ability scores. At 3rd level he gains +2 Constitution. At 4th level he gains +2 Charisma. At 5th level he gains +2 Strength. At 6th level he gains +2 Intelligence. At 7th level he gains an additional +2 Constitution. At 8th level he gains +2 Dexterity. At 9th level he gains an additional +2 Charisma. At 10th level he gains an additional +2 Strength as well as +2 Wisdom.

Consummate Blood (Ex): At 10th level, an asuta paragon reaches the pinnacle of his disparate bloodlines. He now calculates his asuta paragon Damage Reduction, Spell Dampening and Resistance to Energy to account for all his HD. His Damage Reduction #/Good or Evil increases by 1 for every 2 other HD he possesses. His Spell Dampening increases by 1 for every 6 other HD. His Resistance to Energy increases by 1 for every 2 other HD. The asuta paragon gains Immunity to one of either acid, cold, electricity and fire at 20 HD.

Heritage Powers

Attune Outsider (Su): An asuta paragon mimics his foe's essence, granting him a resistance to its innate abilities. As a swift action, he may attune to the essence of another outsider within 60 feet of himself that he is aware of. He gains a +4 racial bonus on saves against racially-granted spellcasting, spell-like and supernatural abilities to that specific race of outsider for 1 round.

Brush Aside Blow (Ex): An asuta paragon may use an immediate action to attempt to brush aside an incoming melee or ranged weapon attack so long as he is armed. He must make an opposed attack roll, gaining a +4 bonus to the roll if he's fighting defensively. If he's successful, the incoming attack misses. Otherwise, he's rendered flat-footed against the incoming attack. An attack result of a natural 20 against him cannot be brushed aside while a natural 20 with his opposed check always brushes aside the incoming attack.

Close Range Telepathy (Su): An asuta paragon can telepathically communicate with creatures with an Intelligence of at least 3 within Close range (25 feet + 5 feet per 2 HD) that he shares a common language with.

Concordance (Su): Gain the Chaotic and Lawful subtypes, however, his DR is now bypassed by Chaos, Evil, Good or Law. He may use any alignment-based equipment without penalty and may now smite lawful and chaotic creatures.

If he possesses Manifest Alignment he may optionally align his weapons with the anarchic or axiomatic enhancements.

Exotic Aptitude: The asuta gains Exotic Weapon Proficiency and either Exotic Armor Proficiency or Exotic Shield Proficiency for a piece of equipment each of his choice.

Face of the Planes (Su): An asuta paragon gains the ability to manifest his multitudinous lineages to change his appearance at will to mimic superficial traits of other outsiders, but only while in his normal form. This affects the asuta paragon’s body, altering his possessions to fit his new form but not their overall appearance. Possessions that leave his body return to normal. This effect is a minor physical alteration of his appearance. He may become 1 foot shorter or taller and modify up to 25% of his normal weight. He cannot change his body type. Otherwise, the extent of the apparent change is up to him. He could add or obscure a minor feature or look like member of a different race (within the limits of the ability). He does not gain the abilities or mannerisms of the form he is simulating. When used as part of a Disguise check, he gains a racial bonus equal to his HD total. The Disguise check is made as a standard action.

Flying Wings (Ex): The asuta paragon's wings strengthen further. His glide speed becomes a fly speed of 40 feet with poor maneuverability. Special: The asuta must have Gliding Wings and be at least 5 HD to gain this ability.

Greater Improved Flying Wings (Ex): His Flying Wings flight improves to 80 feet (good) and he gains the Cruising Altitude feat. Special: The asuta must have Improved Flying Wings and be at least 9 HD to gain this ability.

Gliding Wings (Ex): With wings outstretched, an asuta paragon can glide. When capable, his wings enable him to negate damage from a fall of any height and allow 20 feet of forward travel for every 5 feet of descent. Asuta paragons glide at a speed of 40 feet with poor maneuverability. If an asuta paragon's maneuverability improves, he still cannot hover while gliding. An asuta paragon can't glide while carrying a medium or heavy load. If an asuta paragon becomes unconscious or helpless while in midair, his wings unfurl and hold in their gliding position. The asuta paragon descends in a fluttering spiral and takes only 1d6 falling damage, no matter the actual falling distance. Special: The asuta must be at least 3 HD to gain this ability.

Greater Energy Resistance (Su): His Resistance to Energy increases by 2. An asuta paragon gains half the value of his Resistance to Energy to other forms of typed non-physical energy (such as Divine, [Light], [Sonic] and [Force]).

Guardianship (Su): The asuta may, as a non-action, grant a creature within 30 feet, a +2 morale bonus to AC and a +2 morale bonus on saving throws. The bonus lasts until the asuta reassigns or dismisses it, or the creature ends its turn outside the 30 foot range.

Improved Flying Wings (Ex): His Flying Wings flight improves to 60 feet (average). Additionally, he can replicate the effects of gust of wind 3 times per day as a spell-like ability, using Charisma as its key ability modifier. Special: The asuta must have Flying Wings and be at least 7 HD to gain this ability.

Improved Manifest Alignment (Su): He may Manifest Alignment as a free action. While active only one alignment-based subtype of his choice is active and the others are dormant (where he only takes effects from having them when beneficial). Special: The asuta must have Manifest Alignment and be at least 5 HD to gain this ability.

Special Defenses (Ex): Whenever an asuta paragon fights defensively, uses Combat Expertise with at least a –2 to attack rolls or enters a total defense, he gains a +2 bonus to his Damage Reduction, a +4 bonus to his Energy Resistances and a +1 bonus to his Spell Dampening.

Improved Touch of Duality (Su): An asuta paragon instead bestows a +3 morale bonus for his Touch of the Heavens and a –3 morale bonus for his Touch of the Hells. Special: An asuta must be at least 5 HD and possess Touch of Duality to gain this ability.

Improved Toxin Resistance (Su): An asuta paragon gains his Toxin Resistance bonus to checks against petrification, polymorphing (as well as other shape-changing effects), sickening and nauseating.

Limited Teleport (Su): An asuta paragon can teleport as the spell as a 1 round action with a 1 minute cool-down per use. Special: An asuta must be at least 7 HD to gain this ability.

Maddening Manifestation (Sp): The asuta manifests composite essences to overwhelm the mind and senses of his target. As a full-round action, the asuta may target a single creature within 60 feet and subject them to a Will save (DC 10 + 1/2 his HD + his Charisma modifier) or become maddened (save negates) for 1d4+1 rounds. This ability is a mind-affecting compulsion and is equivalent to a spell of a level equal to 1/2 the asuta paragon's HD (maximum of 9th at 18 HD). Special: An asuta must be at least 5 HD to gain this ability.

Masterwork Body: An asuta paragon gains Masterwork Body (In a higher balance game, he may gain Scaling Masterwork Body instead) as a bonus feat.

Manifest Alignment (Su): As a swift action, an asuta paragon, calling upon his inner power, may align his weapons with either the holy or unholy enhancements. This effect lasts until the start of his next turn.

Many Tongues (Su): An asuta paragon gains the ability to speak and understand the language of any intelligent creature as per tongues.

Natural Armor: An asuta paragon gains a +2 Natural armor. His lineage makes him naturally tough.

Resist Teleport (Su): Whenever the asuta paragon is subject to involuntary planar travel or teleportation, his arrival is delayed for 1 round as his essences struggle against the effect. Teleportation effects for movement beginning and ending on the same plane temporarily strand him on the Astral Plane for one round. Planar traveling effects temporarily leave him within an extra-dimensional non-space (with whatever environmental atmosphere he was with upon his departure) for one round. During this one round delay, he is allowed a secondary save against the effect. If the secondary save is successful, he returns to the space he departed from (or the nearest open space if occupied) at the end of his turn. If the effect didn't offer a save, he arrives at his destination as per normal for the effect.

See In Darkness (Su): An asuta paragon can see perfectly in darkness (including magical darkness) out to the range of his darkvision. The range of his darkvision increases by 60 feet.

Smite (Su): A wrathful asuta paragon can imbue an attack to deal extra damage equal to his HD total against any good-aligned or evil-aligned foe. He adds his Charisma bonus (if any) to this attack roll. An asuta must recharge his smite before he is able to use it again by spending a move action.

Touch of Duality (Su): An asuta paragon may channel the essences of his composition, delivering it with a simple touch. These effects are delivered as attack action melee touch attacks. The effects last for 1 minute. Unwilling targets are allowed a Will save (DC 10 + 1/2 his HD + his Charisma modifier) to negate the effects. Asutas are naturally immune to this ability. An afflicted creature can spend a standard action to shrug off the effects of this ability.

Touch of the Heavens (Su): An asuta paragon may fill his target with ecstasy, wonder, delight, rapture, resolve and courage. His touch grants a +2 morale bonus to attacks, damage, skills, ability checks and saves.

Touch of the Hells (Su): An asuta paragon may fill his target with pain, horrors, sorrows, loss, despair and torment. His touch bestows a –2 morale penalty to attacks, damage, skills, ability checks and saves.

Urge Lifeforce (Su): An asuta paragon can heal a creature or himself of 1 HP of damage with a touch at will. He automatically stabilizes while dying, gaining Fast Healing equal to half his HD total until he reaches 1 HP. As a full-round action with a touch, he may also convert his HD total worth of Vile damage affecting a creature into 1 point of Constitution burn. His essences are able to call out the will to live in creatures.

Campaign Information

Playing an Asuta Paragon

Religion: Asuta paragons rarely follow religions, as such things are the comfort of mortal folk. When they deal with deities, it's either directly or through intermediaries. As such, asuta paragons regard gods as masters, lords or kings. As members of no specific realm, asuta paragons often find themselves at odds with deities when they travel about.

Other Classes: Asuta paragons work well with heavy hitters on the front-lines of combat, providing backup and assistance or flanking. They provide blocking for those characters who need to stay out of melee, such as archers and spellcasters.

Combat: Asuta paragons need to stay between hostile threats and allies, taking damage as necessary to keep everyone else standing. With proper use of their special abilities, they can help take control of the situation, and if things turn sour, take to the air.

Advancement: As asuta paragons might choose to invest in the entire eight levels, they usually then take levels in classes that don't require early entry and constant class ability progression. Any class that offers abilities that stack with or work in conjunction with his asuta paragon class features is a viable option. Rogue, barbarian work as options for base classes, though often, an asuta paragon will simply specialize with a prestige class.

Asuta Paragons in the World

It was quite a troublesome dilemma. On one hand, the king would die and the kingdom would likely fall into ruin. On the other, I wouldn't be ravaged by malodorous gulug dogs and forced into slave labor for untold eons. So, I did what I had to do and led the dogs to the king, who paid for his follies. During the upheaval and turmoil, I secured the safety of the queen, her son and the workers of the house. I suppose that it worked out in the end. No matter that though, be a good dear and fill my mug once again, for this ale brings out better stories in me.
—Bhenon Gier, asuta paragon

Asuta paragons are an embodiment of one of the cornerstones of the fantasy genre, the clash between good and evil, righteousness and wickedness. They are beings composed of pure good and pure hate, forever at war with themselves over what shall dominate their fate and their actions. Some find themselves changing sides with their mood, ever doubtful of their decisions. Others remain indecisive and stay to the middle-ground while some attempt to fulfill the needs of both at the same time, seeing little difference between the outcome of the two forces as long as it benefits the outcome of the one (the self). Selfishness, so much associated with evil, may be used to make others feel good, or punish wrong doing because it fulfills a part of the self. It is the discovery of the self, as outsiders are physical manifestations of the soul, as asuta paragons attempt to find who they are through trials in the world.

Daily Life: Not needing to sleep, and without a fear of death by old age, most asuta paragons have little care for daily life. Though, those that spend their lives with mortal creatures, adjust to this view. Still, it is the long-term goals (which may very well never go fulfilled) that drive their ambitions. Sometimes, they may stagnate, living in an area for ages, stuck in a rut, typically becoming less and less like mortal folks as their thoughts and feelings fold over upon themselves as they grow eccentric and distant with convoluted world views. Living endless ages isn't easy without maintaining a fresh outlook, typically, this means to put the past behind them, never forgetting it, but moving on to new places, people and adventures.

Additionally, some asuta paragons tinker with the world, taking action simply to see the outcome play out over the ages, attempting to establish some sort of vague control, which remains beyond them and within the hands of greater beings. Nevertheless, the mortal world can be seen as a plaything, a game to fiddle with to pass the hours.

Notables: Bhenon Gier, historically noted herald of SoshaVee worked many ages for the wicked god, carrying out his machinations. However, Bhenon Gier himself wasn't as wicked as many historical texts made him out to be. Commonly thought to be an angel of death, Bhenon Gier with wings of deepest burgundy, would emerge from the realms beyond to claim victims for his vile patron. In actuality, Bhenon Gier wasn't a will-less puppet fiend, like so many other heralds, but rather he was working off a debt to the great god of wicked fire. SoshaVee constantly tested Bhenon Gier in hopes he would either turn to his own side and become a loyal member of his legions or outright betray him so that he could burn him down to nothing and be done with him forever. Through cunning and careful decision making, Bhenon Gier eventually won his freedom ages later along with the respect of SoshaVee.

Organizations: Extraplanar patrons that employ asuta paragons often employ large numbers of them (thousands or more), which helps to perpetuate the race. These patrons, most often deities or epic outsiders send asuta paragons out either alone to accomplish small tasks or in large groups (often with other outsiders to support their abilities and keep a watchful eye). Typically, asuta paragons are not used in the great wars between good and evil as their innate composition lends them to be less than trusted (being fickle like mortals and possibly tempted or deceptive about their true alliances). Though just as mortals may prove exemplars of good and evil, so too may asuta paragons.

Those asuta paragons who are their own masters rarely gather with others of their kind, often mingling about in planar cities and realms, moving about from time to time as the opportunity presents itself (being immortal) as they hold no allegiance to any given place. Rarely they will form small, temporary communes to discuss their lives and reflect on their being, a sort of temporary family group, and while these friendships and bonds may last ages, they often go their separate ways.

On the Material Plane, asuta paragons are already quite rare (considering that half-fiends and half-celestials themselves are fairly uncommon, the combination, removing the entire mortal element, makes them a low percentage of any population that would have them). When they do gather, it is likely at temples, places of worship or places with gates to other realms and planes.

Asuta paragons, when without a master, have been known to form their own companies, offering their services to those who'll pay.

NPC Reactions: The perception of asuta paragons by NPCs varies typically according to their appearance and first impressions of their behavior. NPCs favorable toward goodly creatures, seeing an asuta paragon with celestial traits will likely be welcoming, helpful or friendly. NPCs favorable towards wicked and vile creatures, seeing an asuta paragon with fiendish traits, might be welcoming (if not fearful). When asuta paragons display mixed traits, they are often met with suspicion, distrust or curiosity or possibly indifference, as adventurers come in all shapes and forms.

Asuta Paragon Lore

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

Knowledge (religion)
DC Result
5 Asuta paragons are well known for being highly resilient.
10 Asuta paragons are composed of both good and evil, able to smite those who oppose them. Their wings gradually strengthen to carry them aloft.
15 Asuta paragons manifest the innate powers of their disparate essences to resist the effects of other outsiders, transform their features and imbue their weapons with energy.
20 Asuta paragons are able to channel their essences to drive them to despair, rapture or maddened frenzy.

Asuta Paragon in the Game

Asuta paragons are capable of doing a bit of many things, though they excel at holding enemies off in combat, weakening them or driving them to madness. With a touch of charm and style, they make good use of their mix of skills out of combat and in social settings that require a finer touch. This may relegate them to the role of "noble knight", "lovable scoundrel", or "anti-hero", though some are also "the strong, silent type", "loner", "misunderstood rebel" or "loose cannon" depending on their personality.

As asuta paragon culture is open to the cultures of others, as NPCs, they may be found in the employ of powerful extraplanar creatures (typically, not not exclusively, neutrally aligned patrons), sent on errands, as they are adept in handling themselves on many different worlds and environments. This role of "errant planar knight" or "planar assassin/bounty hunter/thug" will often make PCs wary of their presence, as it means that some greater power is behind the curtains pulling the strings and plotting machinations (which may or may not be good for the PCs health and welfare).

Adaptation: Adapting asuta paragons is rather easy and provides a basic option for players who wish to explore the concept of playing a character composed of opposing alignment elements. This variant would be the law-chaos asuta paragon. The short of it is to simply replace reference to "good" and "evil" within the asuta race and paragon class with "law" and "chaos". A law-chaos asuta would be able to wield axiomatic and anarchic weapons as well as being able to imbue his weapons with those powers as he would Manifest Blood Alignment.



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