Appilon, Ortshell Paragon (3.5e Racial Paragon Class)
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Ortshell Paragon Appilon
This is the natural course of development for ortshell appilons.
Making a Ortshell Paragon Appilon
Ortshell paragons do melee combat best and this should be their main focus. However, just because they do "melee combat" doesn't mean they just do "attack the bad guy". They have a variety of special tactical abilities, resistances and modes of movement to get the upper-hand in combat.
The physical ability scores are paramount for an ortshell paragon, with strength typically taking primary importance.
Races: This racial class is designed specifically for ortshell appilons.
Starting Gold: 4d4 × 10 gp (100 gp).
All of the following are class features of the ortshell paragon appilon.
Racial Ability Score Boost: At 1st level and every ortshell paragon level, it gains a racial bonus to its ability scores. At 1st level it gains +2 Strength.
Dedicated Bio-Energy (Ex): An ortshell paragon's dedicated bio-energy pool can hold a maximum amount of charges equal to 3 plus it's Constitution modifier (minimum 1), and recharges at a rate of 1 charge per minute. These charges may be expended to facilitate its Racial Channeling only.
Racial Channeling (Ex): Appilons possess a collective racial consciousness. Ortshell appilons are able to tap into this as a source of power. At 1st level, a ortshell appilon can spend 3 bio-energy charges to channel the power of its racial connection. While channeling, an appilon temporarily gains a +1 competence bonus on attacks, skill checks, saves and ability checks. An appilon can maintain this channeling for a number of rounds equal to 3 + its Constitution modifier. An appilon may prematurely end its channeling. At the end of the channeling, the appilon becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1 minute. Channeling takes no time itself, but an appilon can do it only during its action, not in response to someone else’s action.
At 4th level, the cost to channel reduces to 2 bio-energy charges as well as increasing the granted competence bonus to +2.
Improved Unarmed Strike: At 1st level, a ortshell appilon gains the Improved Unarmed Strike feat. If the appilon already has this feat from another source, it may instead choose another General feat for which it qualifies.
Natural Armor: At 2nd level, a ortshell appilon gains +1 natural armor.
This bonus increases to +2 at 4th and +3 at 6th ortshell paragon level.
This damage reduction increases to 2/— at 4th and to 3/— at 6th ortshell paragon appilon level.
Telepathic Beacon (Su): At 2nd level, an ortshell appilon is capable of generating a weak form of its telepathy. Creatures with at least 3 Intelligence that share a common language and are within 20 feet of the appilon are able to understand mental communication and communicate back. As the communication is unfocused, all available creatures within the radius may "hear" the appilon, but not necessarily understand it.
This radius increases to 30 feet at 3rd ortshell appilon racial progression HD.
Natural Born Weapon (Ex): At 2nd level, a medium-sized ortshell appilon deals 1d8 damage with its unarmed attacks.
Hold Breath (Ex): At 2nd level, a ortshell appilon can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks suffocation. An appilon who suffocates instead becomes completely dormant, stable and helpless at -1 HP. An appilon shakes off its dormancy after being exposed to atmosphere for 1d4 rounds. Upon awakening, the appilon is slowed for 1d4 rounds afterwards.
At 5th level, this bonus increases to 8 × its Constitution score.
Skill Focus (Spot): At 2nd level, a ortshell appilon gains the Skill Focus (Spot) feat. If the appilon already has this feat from another source, it may instead choose Skill Focus for a different ortshell paragon class skill.
Two-Weapon Fighting: At 3rd level, a ortshell appilon gains the Two-Weapon Fighting feat. If the appilon already has this feat from another source, it may instead choose another General feat for which it qualifies.
Lesser Telepathy (Su): At 4th level, an ortshell appilon is able to telepathically focus and communicate with creatures within 40 feet with at least 3 Intelligence that share a common language. This ability replaces both Telepathic Touch and Telepathic Beacon.
This radius increases to 60 feet at 5th ortshell paragon appilon level.
Elongate Limbs (Ex): At 4th level, a ortshell appilon's limbs have matured, granting it 10 foot reach.
Dispelling Follow-Through (Su): At 5th level, when an ortshell appilon uses its Dispelling Touch, If the dispel is successful, the ortshell appilon may make another immediate dispel touch attack against another creature within reach, expending another bio-energy charge to do so. The extra dispel attempt is at the same bonus. Only one extra dispel attempt can be made per round.
Telepathy (Su): At 6th level, the ortshell appilon gains true telepathy. Within 100 feet, an appilon can telepathically communicate with creatures of at least 3 Intelligence. This ability replaces Lesser Telepathy.
Playing an Ortshell Paragon Appilon
Religion: Ortshell paragons almost exclusively praise the Anagii, their racial collective spirit, as a source of personal focus and racial connection.
Other Classes: Ortshell paragons often rely on their agiishell brethren for support. Among other classes, other magic-user classes help control the battlefield and allow an ortshell paragon to do his job.
Combat: Ortshell paragons engage their foes in close combat. Their skills are best suited to hammering down foes and taking hits.
Advancement: Ortshell paragons prefer classes that allow them to continue to advance their melee combat prowess.
Ortshell Paragon Appilons in the World
|“||Long I have wandered, fought and survived. Neither you, your knights or this "god" will stop me.||”|
|—Anehrthuu, ortshell paragon|
Ortshell paragons fit in with their own kind, and among their friends, but rarely ever anywhere else. Only those of great repute ever get the opportunity to walk down a foreign street without garnering odd looks or fearful glances.
Daily Life: Watchful and vigilant, ortshell paragons seek out wisdom, knowledge and new opportunities.
Notables: Anehrthuu was as much of a survivor as he was a warrior. He was torn from his homeland by a spell and sent to a foreign land populated by strange creatures. He felt this was part of some greater plan, but the Anagii was distant to him now, and his quest was hard. He received the worst these creatures bore upon him: malice, hatred, fear, disgust and worse. Never wavering, he stood staunch and issued forth on his search for the meaning in his life. He slowly outlived kingdoms and empires only to die alone and forgotten.
An age after his death, his body was discovered in a cave, and with magic, it told the tale of his life. The volumes written from his memories were given as a gift to a young prince upon marriage. The prince, stricken with the horrors that his people wrought upon this stranger, commissioned a play to tell the tale of Anehrthuu so that all the people in the land would learn and hopefully, such a sad fate could be avoided for another.
Organizations: Ortshell paragons make up a large percent of all ortshells. They typically form groups with other appilons when out hunting.
NPC Reactions: Ortshell paragons are commonplace on Messos Myonel. When they travel to worlds where the folk are unknown to them, they are often met with initial suspicion, fear or hostility.
Ortshell Paragon Appilon Lore
Characters with ranks in Knowledge (the planes) can research ortshell paragons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Ortshell paragons are strong and resilient.|
|10||Ortshell paragons are fast and reach out far, often using multiple weapons to their advantage.|
|15||Ortshell paragons can strike down magical effects and communicate telepathically.|
|20||Ortshell paragons, use their telepathy to coordinate battlefield tactics. They burrow to set up ambushes. They can take a lot of punishment and deal it right back.|
Ortshell Paragon Appilons in the Game
Ortshell paragons, unlike the paragons of other races, are the typical members of their race. Those ortshells that choose to pursue other courses of training first are seen as unusual. However, among other races, ortshells are seen as unusual fairly often.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||High +|
|Author||Ganteka Future +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Other +|
|Class Ability Progression||Other +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Racial Paragon Class +|
|Reflex Save Progression||Poor +|
|Skill||Autohypnosis +, Balance +, Climb +, Craft +, Escape Artist +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Search +, Spot +, Survival + and Swim +|
|Summary||The true path of ortshell appilons. +|
|Title||Appilon, Ortshell Paragon +|
|Will Save Progression||Good +|