Codex Paragons: Forest Dwellers Dwe llers This product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. Inc. This product utilizes updated material from the v3.5 revision.
Forest Dwellers - a i
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Racial paragons represent the epitome of their kind, kin d, excelling in everything their race excels, excels, yet vulnerable in all the ways their kin are vulnerable. Possessed of traits that elevate them well above the ordinary, however, however, racial paragons represent a race's potential evolved to its utmost. Every race, including its subraces and variations, features a paragon ideal that epitomizes it, and the P catalogues them all, from the lowly kobold to the mighty ogre. This chapter of the codex details the paragons of the forest dwellers, those races that make their home among the thick and primeval woodlands. Hence Hence are presented the mighty , powerful protector of his tribe; the bewitching , a fae who animates the trees to do her e , invincible in battle with his cooshee companion; the reclusive e , bidding; the feral g master of stealth in the forest; the jovial , companion to wildlife and enemy to goblinkind; and the lusty , master musician and bon vivant extraordinaire.
By Scott G. Carter and a nd Mark Mark Ge Gedak
Codex Paragons: Forest Dwellers 2 are fundamental to the centaur paragon's philosophy and the way in which he interacts with the greater world. Centaur paragons train for many years Centaur paragons are intelligent and resourceful; they have learned to live in harmony with their surroundings to develop their inherent skills. This is often done under the guidance of another paragon who helps them and to leave little impact on the environment in which they inhabit. More powerful that their typical brethren, to full realize the impact they make on the environment. Through practice and careful study, the centaur a centaur paragon is often seen as a champion of the paragon learns to minimize the impact his movements tribe and often serve as one of its war chiefs. Most centaur paragons do not adventure have on the natural world. All centaurs are trained to use longswords and composite bows, though the centaur for personal wealth or fame; instead they adventure to paragon will often take to wielding oversized weapons at enhance their own skills to better support and protect the earliest opportunity to gain proficiency with them the tribe. Most at home in the wilderness, centaur paragons feel uncomfortable underground and are rarely as early as possible. Centaur paragons are most comfortable seen "dungeon crawling," as their physiology makes stairs among members of their tribe, or with other centaurs, as difficult and ladders next to impossible. Centaur a close second choice. When out of their tribal lands, paragons who have lost their tribe often act as guardians of the weak, offering succor to any who need they get along better with members of other good races of the forest ecology, such as elves and satyrs, with it. Centaur paragons are powerful war- whom they can share the goal of seeking benefit for the forest community as a whole. They are natually distrustriors, able to move through the world with an almost unnatural grace. The centaur paragon is, like the rest of ing of other "civilized" races, such as humans and dwarves, though the centaur paragon knows enough to his race, normally reclusive, hiding from the rampant judge each individual by their own merits. Halflings and consumption of the "civilized" world, yet extremely skilled in war, should he be required to raise his bows or gnomes hold a special fascination for the centaur paragon, and they often become de facto protectors to draw his sword. Centaur paragons are able to obscure these small adventurers. Half-orcs, unfortunately, must their movements through the natural world without prove themselves twice as hard to be regarded with half even trying and are able to wield weapons larger than the respect due to their specific heritage. what would seem possible with relative ease, making Centaur paragons adventure best with them fearsome opponents to anyone foolish enough to those who hold similar beliefs as they do. As such the engage them. lawfulness of monks and paladins is often seen as too The vast majority of centaurs paragons restrictive and the selfishness and frivolity of the bard are good; this outlook is ingrained from the centaur's class make them unlikely companions. Centaurs work youngest years because only through cooperation and well with barbarians, rangers, fighters, clerics and caring can the centaur tribe flourish in a forest filled with many predators. Although centaurs paragons gener- druids. They have been know to be companions of wizards and sorcerers as well as long as they do not wield ally help anyone they find in need, they are very terrinecromantic magic. torial and will actively prevent others from finding their tribe's village. The centaur community is dominated by a GAME RULE INFORMATION Centaur paragons have the following game statistics. reverence for nature and sanctity of community. These Strength is the most important ability for a two aspects, if not worship in actual religious ceremony,
Codex Paragons: Forest Dwellers 3 centaur paragon to possess as they are often needed to defend the tribe against outside threats. Both intelligence and wisdom are also important as they allow the centaur paragon to learn the skills to provide for the tribe and to notice threats before they reach the village. Usually neutral good. d8.
Class Skills The centaur paragon's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Survival (Wis) 2 + Int Modifier.
Table1:The CentaurParagon Leave No Trace, Woodland Stride
1st
+1
+2
+2
+0
2nd
+2
+2
+2
+0 Oversized Weapon
3rd
+3
+3
+3
+1 Ability Boost (Str +2)
Class Features All of the following are class features of the centaur paragon. Centaurs paragons are proficient with all simple weapons, martial weapons and light barding. At 1st level, the centaur paragon becomes mindful of his movements, lest a single misstep bring tragedy to their village. A centaur paragon is always considered to be a Medium creature and hiding its trail for the purposes of being tracked, regardless of the speed at which the centaur paragon travels. At 1st level, the centaur paragon may move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas magically manipulated to impede movement still affect him normally. At 2nd level, the centaur paragon may wield a Huge longsword or Huge composite longbow without penalty. At 3rd level, the centau paragon's Strength score increases by 2 points.
Wild and mysterious, the dryad is, more so than perhaps any other race, a being of the deep wood. Seemingly solitary beings, dryads rarely congregate as other races do, though that does not mean they are unconnected. Dryads use other creatures they befriend or charm to send messages to one another, to warn of incursion and danger in the wood or simply to pass on things that their fey minds find interesting. Networks of information develop this way, webs that can spread for miles, connecting one dryad to another. At the centers of these webs are often dryad paragons, beings usually tied to the oldest trees in the deepest parts of the wood. These dryad paragons grow in their connection to the wood and to their home trees more so than any of their kin, and when needed, can transform from their comely fey visage into a raging force of nature. Dryads paragons, much like dryads in general, as a rule do not adventure; their dependence on their home tree prevents them from venturing further than 300 yards from it for more than a few hours. Instead they act through surrogates, typically wild creatures that the dryad paragon befriends or creatures that she has charmed to act in her stead. Rarely, and only in dire need, will a dryad paragon risk travel. Mostly, dryad paragons think like trees; they are slow to act, and do not speak if they do not have to do so, preferring to observe and make plans, dealing with threats indirectly whenever possible. This
Codex Paragons: Forest Dwellers 4 does not mean that they cannot or will not act when needed. Being fey, however, dryad paragons are creatures of contradictions. While typically aloof, distant and tree-like, a dryad paragon can take a fancy to human or elven males and attempt to charm or seduce them, enjoying the attention. Similarly a dryad paragon can quickly become jealous or angry at human or elven females, especially those in the company of comely males. While this seemingly shallow and superficial behavior might drive a dryad paragon's behavior for a time, nothing will cause her to risk the health and well being of her woods and especially her tree. When manifesting for a mortal creature the dryad paragon rarely does so near her home tree. Rather, if she sense she must do so, she appears as far from her tree as possible to ascertain the intent of her visitors before risking herself or her tree. Dryad paragons are almost always chaotic good, and as with other forest races, their outlook on life is defined by nature and not external laws. Their innate concern for the well being of their tree and the creatures of their wood means that dryad paragons are, almost without exception, good aligned creatures. Rarely, and most often due to the influence of corruptive magic, will a dryad paragon turn evil. A dryad paragon is more likely to be an object of worship and devotion than a practitioner, as they are occasionally taken for avatars of nature or nature gods by some races. Since druids and rangers are among the few sentient beings they normally deal with, they do share some of their philosophy. Dryad paragons are likely to interact pleasantly with followers of nature deities, but simultaneously may perceive those deities as no more exalted than any other aspect of the natural world. The origins of dryads in general are obscure at best. The best elven and druidic scholars believe that dryads are a manifestation of the interaction of the elemental plane of nature with the material world. This interaction somehow gives birth to a dryad, typically in an oak tree, tough it can manifest in other kinds of long-lived plants as well. Dryad paragons typi-
cally develop from ordinary dryads who have had unusually long lives; the average dryad paragon is likely centuries old and equally unlikely to know anything of the outside world, save that which she has learned from other creatures. Again, being fey, there are contradictions. Occasionally druids report seeing dryad paragons that appear as very young women or even girls attached to trees that are no more than a few years old. These druids believe that these dryad paragons develop because their home trees are somehow representative of the quintessential nature of their species, mystically attuned to the ideal trees of the plane of nature. Dryad paragons get along best with elves of all the mortal races, although seem fond of humans, particularly men, for some reason. This apparently sexual instinct is odd in a creature that does not reproduce through sexual means. Aside from this fascination, dryad paragons have little interest in most races beyond seeing that they cause no harm and leave the woods as expediently as possible. The exception seems to be with dwarves. Perhaps due to the fact that dwarves are rare in areas where a dryad paragon may live, dryad paragons have been known to demonstrate an unusual curiosity for the race, typically to the dwarf's discomfort. Druids, rangers, forest dwelling barbarians, and other classes that frequent the wild are the only ones that the dryad paragon interacts with regularly. Bards and sorcerers, with their innate charisma, often attract the attention of dryads, for better or worse. Fighters, paladins, and other classes that carry large weapons are typically distrusted by the dryad paragon as they are too similar to axes and other cutting tools used on trees. Similarly, classes like the wizard, that may employ fire magic, are also distrusted. The meditative nature of the monk gives the dryad paragon a point of familiarity, and their tendency to not use weapons further strengthens a possible bond. The rogue, and other classes more at home in the city, are simply not encountered frequently enough for the dryad to care.
Codex Paragons: Forest Dwellers 5 GAME RULE INFOR MATION Dryad paragons have the following game statistics. Dryad Paragon s are often very Charismatic. Due to their frenzy ability, they are more likely to have a good Dexterity score, rather than Strenght, although a decent Constitution score helps augment her average Hit Die and poor Fortitude saves. Both Wisdom and Intelligence help her class skills, though Wisdom is essential if the Dryad Paragon follows the logical inclination for druidic magic. Usually chaotic good. d6.
Class Skills The dryad paragon's class skills (and the key ability for each skill) are Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis) and Use Rope (Dex) 6 + Int.
Table2:TheDryadParagon
At 1st level, a dryad paragon learns how to speak freely with all plants and animals, as if they shared a common language. This does not give her any power over these creatures or grant them heightened intellects. At 1st level, a dryad paragon's racial bonus on wild empathy increases to +6. At 2nd level, a dryad paragon can use her suggestion spell-like ability three times per day. At 2nd level, a dryad paragon can animate a young tree within 120 ft. as a standard action to act as a messenger or guardian. It takes a standard action for the tree warrior to animate. Once animated, the dryad paragon may take other actions, and she may end the effect at will. A tree warrior counts as a familiar or companion for the purpose of meeting requisites for feats, spells, etc. The dryad paragon may only have one animated tree warrior at any one time. At 3rd level, the dryad paragon's Charisma score increases by 2 points.
Tree Warrior
CR 2
N Medium plant -2; low-light vision; Listen +4, Spot +4 1st
+0
+0
+2
+2 Lifespeak, Skill Bonus
2nd
+0
+0
+2
+2 Suggestion, Tree Warrior
3rd
+1
+1
+3
+3 Ability Boost (Cha +2)
Class Features All of the following are class features of the dryad paragon. Dryad paragons are proficient with all simple weapons, shortbows and longbows. Dryad paragons are not proficient in any type of armor or shields.
14, touch 8, flat-footed 14 29 (4 HD); 5/slashing +6, -1, +3 fire 20 ft. (2 squares) 2 slams +6 (1d8+3) +3, 6 double damage to objects Str 17, Dex 7, Con 16, Int 10, Wis 10, Cha 8 Iron Will, Toughness Intimidate +5, Listen +4, Spot +4
Codex Paragons: Forest Dwellers 6
It is rare for a sentient race to go feral, and the process, coupled with their long elven lives, has had a profound effect on the wild elves. For the wild elf secrecy is not a means to an end, it is a way of life; reclusive in the extreme, these forest denizens are rarely seen, and even less often heard, by other races. While in some races these tendencies would be augmented with an aggressive hatred of others such is not the case in the wild elf. A wild elf still views others as beings worthy of life and respect, to be avoided perhaps, but deserving of aid and care in times of need; or at least until proven otherwise. Although wild elves would prefer no interaction with outsiders, should they perceive a threat to themselves, their home woods, or to the other beings that live there they will act, and act decisively, to end that threat. Silent, majestic, powerful, in tune with both nature and magic – these are the traits of the wild elf paragon, the epitome of her race. Wild elves rarely wish to leave their home woods, even less so the wild elf paragon. However, in a race of recluses the paragon often finds herself separated even from her own people. The duties she chooses, to defend her tribe and her home, frequently place her on the edge of wild elf territory. There she is more likely to come in contact with other races, and be drawn into their conflicts in an effort to keep them from spreading to her home. Wild elf paragons are cautious, patient, and careful in word and deed. Outsiders often find the wild elf paragon s stoic demeanor and tendency to speak very little offensive, seeing them as cold and hard. This however, is not the truth at all. A wild elf is, rather, a carefully controlled torrent of passion. Passion for their people, their home, and the safety of others drives them. Once that torrent is unleashed the wild elf is a force of nature, responding to threats with arcane fury and inner reserves of strength and speed that belies their quiet demeanor. When hunting an enemy a wild elf will frequently use illusion and invisibility to harass her foe before finishing them off at a time and place of
her choosing in a flurry of fire. Driven by the bounty of untamed nature, wild elf paragons tend first toward chaos and then toward good. The order of law rarely survives contact with the wild wood, and thus wild elf paragons are almost never lawful. Rarely a wild elf's own distance from her tribe and others can cause her to have a more neutral alignment. Evil wild elf paragons are practically as unheard of as lawful ones, and any wild elf paragon that turns to evil is likely to be hunted by her own kind, lest she bring unwanted attention to the race. Wild elf paragons have a less religious bent than some others of their race who might become druids, rangers, or clerics of nature oriented deities. They are certainly unlikely to take to any class or profession that has set rituals or even a weak hierarchy. This does not mean, however, that they do not possess a somewhat mystic outlook. A wild elf paragon is likely to at least honor, if not worship, the natural world and its aspects, rocks, plants, and animals, as a manifestation of the divine spirit. Wild elf paragons, it is said, are born not made. Although a wild elf paragon likely grows up just as other wild elf children do, she is likely to be quieter than her peers, more alert, more still. This is a distinction that outsiders might not see but other wild elves do. As she grows older the wild elf paragon to be will spend more and more time in the woods alone, going further and further from the village as she tests herself against the dangers of the wood and comes to see the beauty in the wild. This pattern of behavior, once identified, is encouraged by her tribe. She might receive special instruction from others, but for the most part is left to develop into what she will be on her own. Surprisingly, this distance from her tribe causes her to identify with it all the more strongly and dedicate herself to preserving it. Like all wild elves, the paragon seeks to avoid others, but is more likely than they to interact with them. She is going to feel the greatest kinship to other forest dwellers, particularly those who can live in harmony with their surroundings. Beyond that she is going
Codex Paragons: Forest Dwellers 7 to be most at home with other elves. Urban dwellers, and the gregarious races like halflings, are simply alien to her way of thinking. Wild elf paragons related best to those classes that are at home in the wild. Barbarians, rangers, and druids are her most likely companions. She also feels a strong affinity for those classes with arcane spell casting ability, like the sorcerer, although she finds the bard s social nature odd, but not necessarily unappealing. She is most uncomfortable around those who gain their abilities through study, like the wizard, or who are part of highly structured orders, like many paladins and clerics. Classes that are unassuming or stealthy, such as monks and rogues, are more welcome companions even though their ways seem strange to her.
GAME RULE INFOR MATION Wild elf paragons have the following game statistics. Charisma fuels the wild elf paragon's sorcerous powers and the skill used to train her animal companion, and is thus their key ability. The wild elf paragon's ability to boost their physical stats means that many concentrate their ability score boosts on Intelligence and Wisdom, in addition to Charisma. It is rare, however, the wild elf pargon that does not have a good Dexterity score. As most wild elf paragon's prefer ranged combat to melee, Strenght is not much of a priority, and their naturally high Hit Die makes up for any deficiency in their Constitution scores. Any, usually chaotic good. d8.
Class Skills The wild elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str). 4 + Int modifier
Table3: TheWild Elf Paragon
1st
+0
+0
+2
+0
Animal Companion (Cooshee)
2nd
+1
+0
+3
+0
Tribal Power, +1 sorcerer level
3rd
+2
+1
+3
+1
Ability Boost (Dex +2), +1 sorcerer level
Class Features All of the following are class features of the wild elf paragon. Wild elf paragons are proficient with all simple and martial weapons as well as light armors. At 1st level, a wild elf paragon gains a cooshee as an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. The wood elf s paragon level is considered to be a druid level for the purpose of determining advancement of the cooshee. The wood elf paragon levels will also stack with any other class that grants an animal companion. At 2nd level, a wild elf paragon may once per day as a free action increase his Strength, Dexterity or Constitution by +4 for one minute. This ability is often used to help defend his tribe. At 2nd and 3rd level, a wild elf paragon gains new spells per day as if he gained a level in sorcerer. He does not gain any other benefit a character of that class would have gained. This essentially means he adds one to his level in sorcerer at 2nd and 3rd level, then determines spells per day and caster level. At 3rd level, the wild elf paragon's Dexterity score increases by 2 points.
Codex Paragons: Forest Dwellers 8 Cooshee
CR 2
N Medium magical beast +3; darkvision 60 ft., low-light vision, scent; Listen +2, Spot +2 none 15, touch 12, flat-footed 13 22 (3 HD) +5, +6, 2 (+6 vs. charm) 40 ft. (8 squares) bite +6 (1d8+2) and 2 claws +1 (1d4+1) +3; +5 improved grab, trip sprint Str 15, Dex 17, Con 15, Int 4, Wis 12, Cha 6 resistance to charm Track, Weapon Finesse Hide +4*, Listen +2, Move Silently +9, Spot +2, Survival +2* To use this ability, a cooshee must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. A cooshee that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee. Cooshees have a +4 bonus on saving throws against Enchantment (Charm) spells and spell-like effects. Once per hour, a cooshee can move ten times its normal speed (400 feet) when it makes a charge attack. Cooshees have a +4 racial bonus on Move Silently checks. *Due to their coloration, they have a +4 racial bonus to Hide checks in their natural environment. *Cooshee have a +4 racial bonus on Survival checks when tracking by scent.
This creature appears as a large green and brown spotted dog with slightly elven features. It has a long, curling tail and ears that taper to points above its head.
Cooshees are large, 200-pound, 4-foot tall hounds. They are known throughout the world as elven dogs, for their features resemble those of elves and they are often found in the employ of elves (who use them as guards). Though they only bark to warn their masters or other cooshees, the bark can be heard clearly up to one mile away.
Cooshees attack by biting and tripping their foes. Once down, an opponent is grappled and bitten.
The wood elf is at home with nature and friendly to all those that come to it with good intent. While protective of the boundaries of their lands, the wood elves are gracious to those who openly and honestly seek their aid, and deadly swift to end incursions by those who come with less wholesome motives. The forest homes of wood elves have swallowed up more than one evil army marching to sack a city of good folk, and evil beings that seek to hide within such places, regardless of their power, have found that wood elf-protected lands are poor lairs. This, often quiet and deadly, dedication to protecting the land is best exemplified in the wood elf paragon; few, even among the most talented of their kin, demonstrate the skill and focus of these forest protectors. Wood elf paragons are first and foremost guardians of their homes. This may cause them to ally for a time with adventurers who come to the wood on noble quests. Occasionally a wood elf paragon will leave with his new found friends, should they prove themselves, trusting in both his and his woods long life to reunite them once again. Wood elf paragons are also
Codex Paragons: Forest Dwellers 9 the most likely members of their race to be sent out as messengers to other communities. As such they are likely to take see more of the world than their kin, and in doing so may develop a sense of wanderlust. However, wherever they go, whether driven into deep caverns by curiosity or into strange cities by a need to do good, the wood elf paragon's ultimate destination always remains the woods of their birth. Wood elf paragons are friendly and helpful, if somewhat reserved, to those of good intent. They have a tendency to assume the worst of others who act suspiciously, however, and are slow to forgive a breach of trust. Silent and stealthy, they have an aptitude for dealing with their enemies before their opponents even know they are there. Being careful studies of other races, a wood elf paragon sees the weaknesses in others, and plans for combat should the need arise. Once an enemy has been identified, the wood elf paragon puts extra effort into dealing with them, quickly and decisively. Wood elf paragons can be of any alignment, but most are chaotic good. While life in the wood elf community does have some structure and tradition, it is a loose and organic thing, unlikely to produce beings of lawful alignments. A close connection to nature means that a wood elf paragon values all life, and seeks to preserve it. While some allow their distrust of their enemies to develop in to a disinterest in all others, becoming more neutral in alignment, it is a rare wood elf paragon that lets distrust turn to hate or allows that hate to grow into a hatred for all others and thus turn to evil. Wood elf paragons tend to honor the same deities worshipped by their communities, typically elven racial gods and nature gods. The most likely religion practiced in a wood elf community, however, is that of the druids, who often revere nature without personification, and thus it is the most appealing faith for the wood elf paragon. A few wood elf paragons develop an interest in other deities in their travels, particularly gods of good, justice, protection, and life.
Wood elf paragons usually start as standouts among their peers: the best at games, the quickest runners, and the most skillful shots. When these qualities are identified in a wood elf child, and they are seen to display the appropriate temperament, they are apprenticed to a mentor, typically a distinguished ranger, who encourages their development. As the wood elf paragon grows he is often given positions of leadership, such as group leader in a hunt or militia, to strengthen his sense of responsibility. Young wood elf paragons openly embrace other good races, knowing that those races' shorter life spans simply mean they need more protection. They are not particularly comfortable those who dwell deep underground or live in cities of cut wood and stone, but do not hold those races' poor living conditions against them. As he grows in power and years, the wood elf paragon is likely to develop an attitude that can be somewhat patronizing to these races, seeing them as charges to be cared for rather than equals, and becoming annoyed at the concerns of their short lives. Wood elf paragons relate best to those who revere nature or live in the wild, such as barbarians, druids, and rangers. Those who work to defend others, such as fighters and paladins, are also well respected, even if their reliance on heavy armor is strange. Clerics are more often judged on their beliefs than their class. Arcane casters, especially wizards and those who gain its use through study, seem to call on unnatural powers, and while not immediately distrusted, are looked upon with suspicion. Monks are seen as commendable for their dedication, but also as somewhat selfish due to the attention they devote to perfecting themselves. Similarly bards and rogues do not seem to possess a properly somber understanding of their responsibilities in the world.
GAME RULE INFORMATION Wood elf paragons have the following game statistics. Dexterity is the wood elf paragon's key ability. Depending on the character's weapon preference, Strength may also be high. Intelligence not only gives
Codex Paragons: Forest Dwellers 10 the wood elf paragon more skill points, but features strongly as the key ability for many of the class' skills, as does Wisdom. Of all the abilities, the wood elf paragon is least likely to emphasize Charisma. Any, usually chaotic good. d8.
Class Skills The wood elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str). 6 + Int modifier.
Table 4: TheWood Elf Paragon
1st
+1
+0
+2
+2
Hide Expertise, Move Silently Expertise
2nd
+2
+0
+3
+3
Ambush +1d6, Favored Enemy
3rd
+3
+1
+3
+3 Ability Boost (Str +2)
Class Features All of the following are class features of the wood elf paragon. Wood elf paragons are proficient with all simple and martial weapons, light armors and shields (except tower shields). At 1st level, a wood elf paragon may add his paragon class level as a racial bonus on all Hide checks in the forest. At 1st level, a wood elf paragon may add his paragon class level as a racial bonus to all Move Silently checks in the forest. At 2nd level, a wood elf paragon adds +1d6 damage to any successful attack against an opponent when the wood elf is hidden or invisible.
At 2nd level, a wood elf paragon gains a favored enemy as per the description in the ranger class. A wood elf paragon may select humanoid (elf), humanoid (human), humanoid (orc) or undead as his favored enemy. At 3rd level, the wood elf paragon's Strength score increases by 2 points.
A little less gregarious—but only just a little—than their more common kin, forest gnomes are nevertheless a friendly lot to most creatures, but are especially taken with the animals they live with. Forest gnome paragons have a particular affinity for wild life, and do whatever they can to aid natural creatures. The exceptions to a forest gnome paragon's amiability are kobolds, goblinoids, orcs, and reptilian humanoids. Often called on to defend their homes, clans, and animal friends against such creatures, forest gnome paragons spend a considerable amount of thought and effort on combating these invasive and destructive races. This does not, however, bring them any great joy. Rather, a forest gnome paragon would prefer that they simply stay away, leaving him in peace with his community, wood, and companions. The forest gnome paragon most likely begins adventuring to combat one of his hated enemies. In doing so he often finds a common cause with other humanoids who have been threatened by the evil races. More rarely a forest gnome paragon goes on a quest to bring aid to a specific animal or group of animals. Neither of these activities are thought of as adventures; rather, they are simply seen as the right things to do at the time. At times of peace, a forest gnome paragon may also adventure simply for companionship, or to aid other good creatures in times of need. If asked, most adventurers would describe the forest gnome paragon as a pleasant fellow. Less capricious and chatty than some of his kin, the
Codex Paragons: Forest Dwellers 11 forest gnome is good company and fits in well with most adventuring parties. They do tend to err on the side of aiding animals over humanoids, but they follow the logic that most humanoids can willingly get themselves in and out of trouble whereas many animals find dangers they cannot understand thrust upon them. Their musical abilities are a boon to all their companions, as is their broad array of skills. The one time that an adventurer might not find the forest gnome paragon to be a pleasant fellow is when he is hunting or fighting one of his hated racial enemies. In such cases, driven is probably a better descriptor than pleasant. While they can be of any alignment, forest gnome paragons are almost universally neutral good. They love life and living things and will aid any in need. They do not generally find it difficult to find a place in a community, neither needing to break free of responsibility nor slavishly adhere to the dictates of order. Most forest gnome paragons revere the gnomish pantheon first and foremost, with good gods of nature and animal life a close second. Some forest gnomes follow the druidic faith, occasionally adopting a totem animal to revere. The forest gnome paragon stands out from his peers almost immediately. He is a little more winsome, a little better with animals, a little more gifted at music, and a little more driven than others. Typically they excel at their pursuits, encouraged by mentors and parents. However, in spite of the pleasant lives they lead, a forest gnome racial paragon is often marked with a little bit of darkness. This may come from personal experiences with the cruelty of the hated ones or simply a strong reaction to stories of ancient deeds. In either case this drop of hatred in their other wise friendly personalities sets them further apart from their kin, often for reasons they cannot explain. Forest gnomes get along best with those races that live in the wilds, whether they be elves, humans, or halflings. They tend to distrust half-orcs, due to their bloodline, but generally are willing to give individuals the benefit of the doubt while keeping a watchful eye
on them. Unlike other gnomes the forest gnome is less attached to dwarves, though they hold no animosity towards them. Forest gnomes love bards and love being bards. They also have strong affinities toward druids and rangers, not only for their love of the wilds but also for their animal companions. Barbarians are welcome companions when their fury is directed appropriately, and fighters and other martial classes are like wise welcome. He also appreciates a rogue s stealthiness and the occasional need to move about without drawing to much attention. A forest gnome paragon is likely to be more interested in the wizard or sorcerer's familiar than they are the humanoid, but as long as the familiar is happy he will like the company it keeps. Paladins and monks are usually too focused for the forest gnome paragon's tastes, but he does not hold that against them.
GAME RULE INFOR MATION Forest gnome paragons have the following game statistics. A forest gnome paragon s bard levels, along with her skill selection, make Charisma their key ability. Dexterity also augments their class skills and poor Reflex save. Constitution helps the average Hit Die and weak Fortitude save as well. Given their good Will save and lack of related skills, Wisdom is likely to be a forest gnome paragon s lowest score. Any, usually neutral good. d6.
Class Skills The forest gnome paragon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Move Silently (Dex), Perform (Cha), Speak Languages (None), Spellcraft (Int), Tumble (Dex) and Use Magical Device (Cha). 6 + Int modifier.
Codex Paragons: Forest Dwellers 12 Table5:TheForest GnomeParagon
1st
+0
+0
+0
+2
Calm Animals, +1 bard level
2nd
+1
+0
+0
+3
Racial Hatred, +1 bard level
3rd
+2
+1
+1
+3
Ability Boost (Cha +2), +1 bard level
Class Features All of the following are class features of the forest gnome paragon. Forest gnome paragons are proficient with all simple weapons and light armor. At 1st level, a forest gnome paragon gains the ability to cast calm animals once per day with a caster level equal to his forest gnome paragon level. At 1st, 2nd and 3rd levels, a forest gnome paragon gains new spells per day as if he gained a level in bard. He does not gain any other benefit a character of that class would have gained. This essentially means he adds one to his level in bard at each level, and then determines spells per day and caster level. At 2nd level, a forest gnome paragon deals +2 damage against kobolds and goblinoids. At 3rd level, the forest gnome paragon's Charisma increases by 2 points.
Someone announcing the arrival of a satyr paragon likely coined the phrase "lock up your sons/daughters." Like all their kin, satyr paragons are lusty creatures that love
the pleasures of life in all forms. They are fast, talented, and above all charismatic. These beings are driven by a need to experience new joys and new pleasures. Where others of their kin might be content with the simple pleasures of a pastoral existence, the satyr paragon always wants more. More!—whether of food, wine, music, men or women—is the cry of satyr paragon, and those who hear it would do well to join in or get out of the way. Filled with a desire for experience that goes beyond simple hedonism, the satyr paragon adventures primarily for the fun of it. For them the simple joys of life are not enough when compared with the thrill of a victorious combat, a narrowly avoided doom, or sights unknown to other beings. Experience, however, is not the only reason that a satyr paragon turns to a life of adventure. Many, in their questing for experience, learn that the things they seek do not come cheap and the thought of real work is abhorrent to them. Better to risk it all for a mound of treasure and some fun than go back to the boring life or do without the joys they have found. Satyr paragons also tend to strike up friendships with like-minded adventurers out carousing after a successful raid or delve, and these friendships once formed may lead the satyr paragon to further adventure. Companions of satyr paragons might think they are fun, but often complain that they cannot seem to pay attention to anything for very long, except perhaps their music. Worse, they fail to see the seriousness of their actions and those of others, often making difficult situations all the more perilous with unwanted joviality and rash behavior. On the other hand, for all their love of noise they are both remarkably stealthy and observant. When the severity of the situation can be adequately communicated, satyr paragon can prove invaluable setting up ambushes and infiltrating guarded locations. At other times they can raise the spirits of the group, aiding in weary tasks and disheartening battles with their bravado. The wiser examples of satyr paragons are also excellent spokesmen for an adventuring party. Regardless, all are typified by
Codex Paragons: Forest Dwellers 13 a love for music, food, drink, and intimate companions, preferring in each a great variety. Although they can be of any alignment, often in the satyr paragon is found the worst excess of the Chaotic Neutral alignment. They are unpredictable and capricious, rarely considering the potential damage that their "fun" might cause on others. Left unchecked a significant minority of satyr paragons find themselves following a path to evil. When the satyr paragon bothers, he will likely give reverence to a variety of nature deities. Often satyr paragons pick up the faiths of their companions, particularly gods and goddesses of wine, food, and beauty. The satyr paragon begins as other members of his race, frolicking in the usually haunts of such creatures. One day, however, the would-be satyr paragon become discontent with the experiences that life brings. Craving more they go wandering. Occasionally a particularly gifted satyr musician will be encouraged by their fellow satyrs and other admirers to focus on their craft. These prodigies become satyr paragons through dedication more than wanderlust. It is a well-known fact that satyrs have a weakness for dryads, and so much more so the paragon. Of the humanoid races, satyr paragons enjoy the company of humans, halflings, half-elves, and gnomes the best as all of all these races can be gregarious and fun loving. Elves are generally well liked, although some specimens are seen as to aloof; these are often the target of practical jokes. Dwarves are usually only tolerable when they are drinking, but are good for that. Most other races are judged on their willingness to join in, and only avoided or disliked if they seem intent on putting a stop to the fun. Satyr paragons like bards best, for obvious reasons. Rogues are admired for their stealth and rangers for their skill in the wood. The satyr paragon is apathetic toward most of the other classes. The notable exception are the wizard, monk, and paladin. The wizard is far to taken with study for the satyr rogue. The monk is far to introspective, rigid, and
disciplined. The paladin, and some clerics, however are the worst of the lot, being seen as rigid, boring, and generally mirthless in the extreme.
GAME RULE INFOR MATION Satyr paragons have the following game statistics. Charisma is the satyr paragon's key ability, enhancing numerous skills as well as their additional bard levels. A good Intelligence score allows them to make the most of their skill selection, while a good Constitution helps to augment their average Hit Die and poor Fortitude save. A decent Wisdom score plays into several of their skills as well as giving them a superb Will save. Given the race's predilection for headbutting, Strenght is more likey to be a good score than Dexterity. Any, usually chaotic neutral d6.
Class Skills The satyr paragon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis) and Tumble (Dex). 6 + Int modifier.
Table6:TheSatyrParagon
1st
+0
+0
+2
Enhanced movement, +2 Natural Musician, Perform Expertise
2nd
+1
+0
+3
+3
3rd
+1
+1
+1
Ability Boost (Cha +2), +3 Enhanced Movement, +1 bard level
Headbutt (1d6), +1 bard level
Codex Paragons: Forest Dwellers 14 Class Features
Satyrs as +0 ECL Characters
All of the following are class features of the satyr paragon. Satyr paragons are proficient with simple weapons and light armor. At 1st and 3rd level, the satyr paragon's natural movement rate increase by 5 ft, to 35 ft. at 1st level and 40 ft. at 3rd level. At 1st level, the satyr paragon becomes an accomplished musician. So great is his talent that he gains access to the Bardic Music class feature as though he had gained a level in bard. Like wise, the satyr paragon's class level stack with any levels of bard for determining number of bardic uses per day and determining what bardic music effects are available to him. A satyr paragon may add his paragon class level to all perform checks with wind instruments as a racial bonus. At 2nd level, the satyr paragon's skull has toughened to such a degree that he is able to use a headbutt as a primary natural attack that deals 1d6 points of damage. At 2nd and 3rd levels, a satyr paragon gains new spells per day as if he gained a level in bard. He does not gain any other benefit a character of that class would have gained. This essentially means he adds one to his level in bard at each level, and then determines spells per day and caster level. At 3rd level, the satyr paragon's Charisma score increases by 2 points.
Satyr characters possesses the following racial traits. † -2 Strength, +2 Charisma † Fey: Satyrs are supernatural beings with a strong connection to nature. They are not subject to spells that affect humanoids only, such as charm person or domiate person. † Medium: As a Medium creature, satyrs possess no benefits or penalties due to their size. † Satyr's base land speed is 30 ft. † Low-light vision. † +2 natural armor bonus. † +2 racial bonus to Move Silently and Perform. † Favored Class: Bard
Codex Paragons: Forest Dwellers 15 1. "paragon." WordNet® 2.1. Princeton University. 02 Jan. 2007.
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