Dwarven Paragon

## **The Dwarven Paragon**

The man in the mountain represents so much more than what people think of the dwarf. And while dwarves are known for their rugged steadfastness, there are some that seek to find the truth of what it means to be mountain born, finding an inner strength and resolve to be molded from the Earth itself. The Paragon takes the ideals founded by what it means to be a dwarf and attempts to perfect them in himself as fits his own personal ethics.

### **Role**

The Dwarven Paragon's are staunch guardians of the dwarven ideals first and foremost willing to face any obstacle that threatens those ideals and their personal beliefs and faith in themselves and their culture. Relying on their unending desire reach perfection in their martial and spiritual discipline, the paragon easily stands up to most that would threaten him or what he stands with skill, strength, and fortitude to take down the largest threats and outlasting the most enduring opponent.

### **Race**

The Dwarven Paragon class is restricted to Dwarves.

### **Alignment**

The Dwarven Paragon must be Lawful good or Lawful Neutral.

### **Class Skills**

The Dwarven paragon's class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

## Dwarven Paragon Progression Table

***Class Features:***

 All of the following are class features of the Dwarven Paragon:

***Weapon and Armor Proficiency***

The Dwarven Paragon is proficient with all simple and martial weapons and treats any exotic weapon with ‘Dwarven’ in its name as a martial weapon. If firearms are found within the campaign world, the Dwarven Paragon is also proficient with early firearms. The Dwarven Paragon is proficient with light, medium, and heavy armor as well as shields (including tower shields).

## **Armsman (Ex)**

At 1st level, the Dwarven Paragon chooses a single one-handed or two-handed slashing or bludgeoning weapon and gains a +1 bonus on attack and damage rolls with that weapon. At 4th level and every four levels thereafter the Dwarven Paragon may either increase the bonus for the selected weapon or choose another eligible weapon to gain a +1/1 bonus. If the weapon’s title includes the word Dwarven, he gains an additional +1/1 bonus for the chosen weapon. This ability is treated as a Fighter’s weapon training class ability for the purposes of other feats, class abilities, and magical items that interact with weapon training.

## **Rock Steady (Ex)**

The Dwarven Paragon may select a single Ranger Combat Style from the following list; using his Dwarven Paragon level in place of a ranger level to determine at which level(s) they receive bonus feats. You gain this ability at level 2 and every four levels after.

* Crossbow
* Elemental
* Menacing
* Thrown Weapon
* Two-Handed Fighter
* Two-Weapon Combat
* Weapon and Shield
* Faithful (Torag)
* Faithful (Iomedae)
* Mounted Combat

## **Dwarven Heritage**

At 2nd level, the Dwarven Paragon learns how to focus his dwarven abilities to deeper levels. He may choose one of the heritage traits listed below as long as he meets any requirements for it, and each trait may only be taken once unless otherwise specified in the trait’s description. Once a trait is chosen, it cannot be altered.

### **Ancestral Feud (Ex)**

 The Dwarven Paragon chooses a humanoid subtype (elf, orc, undead, goblinoid, giant, or reptilian). He gains a bonus to all attack and damage rolls along with Intimidate, Knowledge, Perception, Sense Motive, and Survival checks involving creatures of the selected type equal to ¼ his class level (minimum of +1). This bonus does stack with any bonuses granted from dwarven racial traits.

### **Cast-Iron Stomach**

 The Dwarven Paragon’s saving throws versus poison gains a bonus equal to his or her Wisdom modifier; beyond that granted by the dwarven Hardy racial trait (Minimum additional bonus of +1).

### **Crafter’s Eye (Ex)**

The Dwarven Paragon may now use WIS in place of INT on all Appraise, Craft and Spellcraft checks.

In addition; the Dwarven Paragon gains a +1 bonus per 2 levels of Paragon they possess, to any Appraise / Craft / Spellcraft checks related to precious gems, or metal / stoneworking.

### **Dwarven Hustle (Ex)**

 The Dwarven Paragon gains a 5 ft. enhancement bonus to his base movement rate which is not affected by encumbrance or the type of armor he is wearing. This bonus increases by 5 feet for every four levels the Paragon possesses, up to a max enhancement bonus of 30ft at level 20th.

### **Engineer (Ex)**

The Dwarven Paragon is well versed in geological and sociological studies of various environments. The Paragon may substitute their WIS modifier in place of their INT on all Kn Engineering, Dungeoneering, and Geography checks.

In addition, He gains a racial bonus to any Knowledge (geography), Knowledge (engineering), and Kn (Dungeoneering) skill checks equal to 1/2 their class level. The Dwarven Paragon must have at least 1 rank in Knowledge (geography) and Knowledge (engineering) before he may choose this dwarven heritage trait.

### **Giant Hunter (Ex)**

If a Dwarven Paragon enters melee combat with a creature at least one size category larger than the paragon themselves; the creature’s reach is treated as 5ft shorter than normal for the purposes of threatening the Dwarven Paragon in melee.

In addition, the Paragon receives a dodge bonus to AC equal to 1/4th their class level against creatures larger than themselves with the giant subtype.

### **Immovable (Ex)**

 When subjected to a Bull Rush, Overrun, or Reposition maneuver, the Dwarven Paragon’s racial bonus to his CMD gains a bonus equal to his or her WIS modifier.

### **Record Keeper**

The dwarven paragon, upon selecting this ability, may use Wisdom instead of INT on any Kn (History), (Local), and (Nobility)

In addition, He gains a racial bonus to any Knowledge (History), Knowledge (Local) and Knowledge (Nobility) skill checks equal to 1/2 their class level. The Dwarven Paragon must have at least 1 rank in Knowledge (geography) and Knowledge (engineering) before he may choose this dwarven heritage trait.

### **Mage Foe (Ex)**

 The Dwarven Paragon saving throws versus spells and spell-like abilities equal to ¼ of their class lvl (Minimum bonus +1). This bonus stacks with the bonus provided from the Dwarven Paragon’s Hearty racial trait.

### **Sure Footed (Ex)**

 When subjected to a Trip maneuver the Dwarven Paragon’s racial bonus to his CMD gains a bonus equal to his or her WIS mod.

In addition, at 16th level; the Paragon becomes immune to trip combat maneuvers; and being knocked prone. The Dwarven Paragon must be at least 6th level before he may choose this dwarven heritage trait.

### **Stone Mastery (SLA)**

The Dwarven paragon is considered under the constant effect of a Detect Secret Doors and Detect Traps spell when it comes to stone. They may concentrate as a standard action to determine more additional information, per the spell, though the sight itself is passive, and always active unless willingly lowered by the Paragon themselves.

### **Superior Sight (Ex)**

 The Dwarven Paragon’s darkvision increases from 60 ft. to 120  ft. The Dwarven Paragon must have darkvision before he may choose this dwarven heritage trait.

## **Brothers in Arms**

At 3rd level, the Dwarven Paragon chooses a teamwork feat at a bonus feat. He must meet the prerequisites for this feat. at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter,  he or she may grant the benefits of this feat to a number of allies equal to their Wisdom modifier; for 1 round per class level as a move action, or twice as much if the ally is a dwarf. This ability only functions as long as the ally is within sight of the Dwarven Paragon and can hear his voice. At 7th level and every four level(s) thereafter; the Dwarven Paragon may choose another bonus teamwork feat.

## **Frothlekair**

Beginning at 4th level, the Dwarven Paragon gains access to the secret knowledge of the dwarven ancestors and may be able to cast a limited number of divine spells per day as listed on the Dwarven Paragon progression table chosen from spells found on the Dwarven Paragon spell list. The Dwarven Paragon must have an Wisdom equal to 10 + the spell level in order to cast spells of that level. He also gains bonus spells for a high Wisdom, and only by having an Wisdom of 12 or higher may he begin casting first level spells at 4th level.

The Dwarven Paragon must prepare his spells at the beginning of the day after getting 8 hours of rest, though they need not be consecutive. The Dwarven Paragon may choose any spell on his spell list but requires an hour of contemplation and prayers to his ancient ancestors to gain access to the spells.

In addition, The Paragon may ignore the somatic components of a spell if their hands are occupied by Weapons or Shields.

***Spell List:***

*1st Level*

Abundant Ammunition, Alarm, Ant Haul, Bless, Cure Light Wounds, Crafter’s Fortune, Detect Magic, Detect Secret Doors, Divine Favor, Endure Elements, Expeditious Excavation, Grease, Hide from Undead, Ironbeard, Know the Enemy, Magic Stone, Magic Weapon, Mighty Fist of the Earth, Protection from Chaos, Remove Fear, Stone Fist, Stone Shield, Sunder Breaker, Thunderstomp.

*2nd Level*

Aid, Align Weapon, Communal, Cure Moderate Wounds, Ant Haul, Arcane Lock, Augury, Blessing of Courage and Life, Bear’s Endurance, Bull’s Strength, Create Pit, Delay Pain, Delay Poison, Elemental Speech, Find Traps, Kinetic Reverberation, Knock, Masterwork Transformation,  Owl’s Wisdom, Pilfering Hand, Reloading Hands, Resist Energy, Returning Weapon, Restoration (Lesser), See Invisibility.

*3rd Level*

Burrow, Create Food and Water, Cure Serious Wounds Dispel Magic, Explosive Runes, Halt Undead, Haste, Heroism, Locate Object, Meld into Stone, Magic Circle against Chaos, Prayer, Protection from Energy, Rage, Remove Curse, Communal Resist Energy, Spiked Pit, Spiritual Weapon, Stone Shape, Greater Thunderstomp.

*4th Level*

Acid Pit, Ancestral Gift, Battle Trance, Cure Critical Wounds, Death Ward, Detonate, Divine Power, Earth Glide, Elemental Body I (Earth only), Neutralize Poison, Communal Protection from Energy, Restoration, Spiritual Ally, Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone

## **Stand Behind Me! (Su)**

At 5th level, the Dwarven Paragon becomes an expert in the manipulation in their towershield. When using such a device, The Dwarven Paragon ignores the Max Dex bonus on towershields and halves the ACP of the shield. Furthermore, your shield has extended sides which when you use the Towershields special benefit, you may instead choose up to Three edges instead of the normal one; Due note that all sides have to be touching in order for this to work. This last for round equal to half your level rounded down.

## **Forfethur's Velsign (Su)**

At 9th level, the Dwarven Paragon may invoke the blessing of his ancestors during combat up to three times per day. At 13th and 17th levels; the Dwarven Paragon gains an additional daily usage; up to 5 per day at 17th level.

The Dwarven Paragon may choose one of the following options when using the Forfethur’s Velsign based on his class level. While the Dwarven Paragon gains more powerful velsign at 13th and 17th level, he may use velsign gained at lower levels as well. These abilities may be used at the same time, unless stated.

### **Clan Strength (9th level, Ex)**

The Dwarven Paragon may draw upon the collective strength of his clan as a swift action, gaining a +4 morale bonus to Strength and Constitution. They also gain a bonus equal to 1/2 his or her class level to Strength based skill and ability checks.

The Dwarven Paragon activates this velsign as a Swift action and it lasts for a number of minutes equal to his class level. At 12th level and beyond; the Paragon may activate this ability as a free action

### **Cold Iron Sheen (9th level, Su)**

The Dwarven Paragon’s skin and drawn melee weapons are sheathed in a malleable coating of cold iron. This grants the Dwarven Paragon DR/5 Cold iron, and his weapons (as well as unarmed attacks) are treated as cold iron for purposes of damage reduction. Activating this velsign requires a move action and lasts for a number of rounds equal to the Dwarven Paragon’s class level.

### **Adamantine Sheen (13th level, Su)**

The Dwarven Paragon’s skin and drawn melee weapons are sheathed in a malleable coating of mithral. This grants the Dwarven Paragon DR 10/ Adamantine and his weapons (as well as unarmed attacks) are treated as Adamantine for purposes of damage reduction. Activating this velsign requires a move action and lasts for a number of rounds equal to the Dwarven Paragon’s class level.

### **Bergförsvarare (13th level, Su)**

At this level, a dwarf inherents the strength of the Ninth Battalion. Thuse gaining the once a day abilities of Tunnel Defender Stoneplate with a few caveats. Firstly, the AC bonus goes up from +2 to +4 and again to +6 at 17th lvl. Secondly, The full round action ability can be used as such, but the Dwarven Paragon is not consumed by the wall; rather, the Dwarven Paragon becomes staggered equal to the amount of rounds you stayed in the wall.

### **That's a Grudgenin' (17th level, Su)**

The Dwarven Paragon declares a grudge upon all that are taking up arms against them. Every hostile enemy the Dwarven Paragon can see are now considered a target for any racial trait or Dwarven paragon class feature that targets a race, type, or subtype. This ability lasts for one minute per class level they have in Dwarven Paragon.

### **Ancestors Smile Upon Me.**

The Dwarven Paragon gains the ability to summon to him ethereal ancestors from an era long past. With this ability a Dwarven Paragon my summon up to 3 times there HD in Dwarven NPCs pulled directly from the Nethys NPC list. Their own hit dice cannot exceed your own; furthermore, all of the NPC have an ethereal nature to them. This allows them to take no damage from non-magical sources and only half with magic (and full when hit with a ghost touch weapon).

## **Stalwart (Ex)**

At 12th level, a Dwarven Paragon can use mental and physical resilience to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely A helpless Dwarven Paragon does not gain the benefit of the stalwart ability.

## **The Mountain King**

Upon reaching level 20th the Dwarven Paragon becomes a true Paragon, a perfect member of his or her ideology that other Dwarves will look up to, as both a hero and a social leader.

Upon reaching level 20th, the Paragon receives a unique protective boon from their Ancestors, looking to protect and carry on the Dwarven lineage. The Paragon gains the Heavy Fortification armor special ability, and DR 15 / - so long as they remain armored.

In addition, the Dwarven Paragon becomes a tireless defender, with endurance, said to rival that of most armies in combat. As a Swift action; the Dwarven Paragon can tap into a well of nearly endless dwarven stamina. For 1 minute thereafter; they gain temp HP equal to their 2x their WIS modifier at the beginning of their turn(s). This temp HP does not stack with itself; but instead refreshes every round. A dwarven paragon can utilize this secondary ability a number of times per day equal to their WIS modifier.