Einherjar Paragon (3.5e Racial Paragon Class)

From Dungeons and Dragons Wiki
Revision as of 04:19, 27 February 2010 by Ganteka Future (talk | contribs) (new thing)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Homebrew.png
Author: Ganteka Future (talk)
Date Created: 25 February 2010
Status: Tentative Progress
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article


Einherjar Paragon

The einherjar paragon is essentially a celestial viking seeking to become more of everything that entails.

Making an Einherjar Paragon

A big, tough guy needs allies. Anyone who can buff him up, heal him, and keep him from falling prey to traps and tricks is certainly a welcome addition.

Abilities: Einherjar paragon is built for combat. With good saves and skills waiting for him, he can focus directly on Strength to deal damage and Constitution to make up for his slightly lower HD. Some Einherjar choose to focus on Dexterity instead of Strength.

Races: This class is specifically for einherjar.

Alignment: Any.

Table: The Einherjar Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Greater Morale, Ysgardian Virtue, FoeWrack
2nd +2 +3 +3 +3 Astral Stride, Longstrider
3rd +3 +3 +3 +3 Racial Boost, Enchanting Grasp
4th +4 +4 +4 +4 Pick a Fight, Repairing Touch, Tough Skin
5th +5 +4 +4 +4 Fast Healing, Rally Call, Quick Enchant
6th +6/+1 +5 +5 +5 Racial Boost, Eternal Homestead

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

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

Weapon and Armor Proficiency: Proficient with all simple and martial weapons. Proficient with armor (light, medium, and heavy) and shields.

Greater Morale (Ex): At 1st level, when an einherjar paragon is affected by a morale bonus, that bonus is treated as one greater. He is easily roused to glory and victory.

Ysgardian Virtue (Ex): At 1st level and every einherjar paragon level, the einherjar paragon gains a +1 racial bonus to resist mind-affecting effects (charms, compulsions, phantasms, patterns, fear effects and negative morale effects).

FoeWrack (Ex): At 1st level, whenever an einherjar paragon is damaged by his foe, he gains a damage bonus equal to his einherjar paragon level on all attacks against that foe for one round.

Astral Stride (Su): At 2nd level, as a move action, an einherjar paragon may teleport himself a distance up to half his land speed. If he attempts to teleport himself into an occupied or solid space, the ability fails and he moves nowhere. He may only take up to his maximum carrying load with him.

Longstrider (Ex): At 2nd level, an einherjar paragon's base land speed increases by 10 feet. He's quick to battle, and his otherworldly legs carry him with the power of a mighty horse. Einherjar paragons can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike most other creatures, whose speed is reduced in such situations).

Racial Boost: At 3rd level, an einherjar paragon gains a racial bonus to either his Strength, Dexterity or Constitution. He gains another bonus at 6th level, at which he may apply a +2 racial bonus to any of his ability scores.

Enchanting Grasp (Su): At 3rd level, as a swift action, an einherjar paragon may enchant any weapon he wields for one round with one of the following enchantments: Flaming, Frost, Shock, Ghost Touch, Merciful. His innate magical nature as an outsider channels into his weapons. He may "double-up" on the Flaming, Frost or Shock enhancements if his weapon already is imbued with that power.

Pick a Fight (Ex): At 4th level, as a swift action once per round, an einherjar paragon may designate any target as a foe for the purposes of his FoeWrack ability. Additionally, his FoeWrack damage bonus is now equal to the total of all his HD.

Repairing Touch (Su): At 4th level, an einherjar paragon's equipment repairs itself. Any gear or item he wears or wields (but not carries) repairs 1 HP per round. An einherjar paragon relies on his gear to stay in working order.

Tough Skin (Ex): At 4th level, an einherjar paragon gains +2 natural armor. He's a thick-skinned, scar-covered brute.

Fast Healing (Ex): At 5th level, an einherjar paragon gains Fast Healing 1.

Rally Call (Su): At 5th level, as a swift action once per minute, an einherjar paragon can belt out a rallying call to drive a fighting spirit into one of his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the einherjar paragon shout. The effect lasts for a number of rounds equal to 1 + 1/2 his HD. An affected ally receives a +1 morale bonus on saving throws against charms and fear effects and a +1 morale bonus on attack and weapon damage rolls. Rally Call is a mind-affecting ability. At 10 HD, and every five HD thereafter, this bonus increases by 1 (+2 at 10th, +3 at 15th, and +4 at 20th).

Quick Enchant (Su): At 5th level, an einherjar paragon may use his Enchanting Grasp ability as a free action once per round as part of a full attack action.

Eternal Homestead: At 6th level, an einherjar paragon is granted a homestead on Ysgard. This modest homestead is a one-room viking hall 20 feet wide by 100 feet long. A wooden throne with carven stags, boars and wolves sits at the head of the hall. The entrance is a pair of massive wooden doors, barred with a great timber. Every day at dawn, noon and sunset, a glorious feast appears on the solid oak longtable that dominates the center of the hall. Firewood for the fire is magically replenished daily. Nearby, there is a barn, eternally stocked with hay and stalls for 8 horses. A great stone well from which cool clear water can be drawn sits in a clearing nearby. With this homestead, he is granted the boons listed below:

Ysgardian Horse: He gains the use of a celestial heavy warhorse. He may summon this horse as a full-round action, when not on Ysgard, for a total number of hours per day equal to 2 × his HD. The Ysgardian Horse has a number of HD equal to your character level -3. An einherjar paragon may use his Astral Stride while mounted atop his Ysgardian Horse, using his mount's speed for distance instead of his own.

He may dismiss this horse as a standard action. If he dismisses this horse while still mounted, he returns to his Eternal Homestead with it. He may take himself and up to the horse's maximum carrying capacity for a heavy load with him.

In Ysgard, he may mount up his horse and return to the same spot on another plane from which he last dismissed his horse from.

Only gear given to the horse while on Ysgard stays with it. If the horse is slain while summoned, it is un-summonable for 24 hours. If the horse is slain while in Ysgard, he must atone and pray for a new mount.

His patron deity may see fit to bestow upon him a different creature as a mount (or even as an animal companion), however, that creature must still have a number of HD equal to his character level -3. If he gains a creature that does not serve as a mount, he may return to Ysgard with it by touching it as he dismisses it.

The summoning of this horse is measured in hours. If he summons this horse for 10 minutes and dismisses it, it counts as an hour for the purposes of daily time remaining.

This supernatural ability to summon this horse is the equivalent of a spell of a level equal to 1/2 the einherjar paragon's level. Summoning this horse is a Conjuration (Summoning) effect.

Ysgardian Servant: The einherjar paragon's patrons craft him a servant in a form of his choosing. He gains the ownership of a celestial NPC classed "human" of his alignment with the elite array in the gender and physical appearance of his choosing. The Ysgardian Servant has a number of HD equal to his character level -5 (maximum of 6 HD). This servant typically manages his homestead while he is away.

He may summon this servant as a full-round action, when not on Ysgard, for a total number of hours per day equal to 2 × his HD.

He may dismiss this servant as a standard action.

Only gear given to the servant while on Ysgard stays with it. If the servant is slain while summoned, it is un-summonable for 24 hours. If the servant is slain while in Ysgard, he must atone and pray for a new servant.

His patron deity may see fit to bestow upon him a different creature as a servant, however, that creature must still have a number of HD equal to his character level -5.

The summoning of this servant is measured in hours. If he summons this servant for 10 minutes and dismisses it, it counts as an hour for the purposes of daily time remaining.

This supernatural ability to summon this servant is the equivalent of a spell of a level equal to 1/2 the einherjar paragon's level. Summoning this servant is a Conjuration (Summoning) effect.

Campaign Information

Playing an Einherjar Paragon

Religion: Being from the celestial realms, and owing power to the deities there, many einherjar paragons are religious, while others are not, thinking of their gods in terms of kingly lords in which they work in service.

Other Classes: As einherjar paragons vary, so do their personalities, and it is their personalities that will determine what other classes they will work best with.

Combat: Most einherjar paragons are melee combatants, though some find their way to specialize in ranged attacks.

Advancement: Einherjar paragons prefer to stick with classes that don't require low-level entry to be good in.

Einherjar Paragons in the World

For glory in battle! For glory to the gods! For strong, lively women! For vict'ry, damn the odds!
—Ivor, einherjar paragon

Adventuring einherjar paragons often feel that they are on a mission from the gods or some sort of holy crusade. This however, does not mean that they are not free to do as they please, for being created from mortal stock, they have free will and cause to guide their own destinies.

Daily Life: Einherjar paragons rise early, feast for breakfast, suit up, battle, feast for lunch, battle some more, feast for dinner, get drunk then sleep.


Einherjar Paragon Lore

Characters with ranks in Knowledge (religion) can research einherjar 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 Einherjar paragons are rambunctious warriors from a celestial realm.
10 Einherjar paragons are powered by their attitude and boisterous morale.
15 Einherjar paragons are mortal warriors, striped of their memories and reborn as celestials.
20 Einherjar paragons are favored by the gods and granted celestial gifts borne from the celestial realms.

Einherjar Paragons in the Game

Einherjar paragons easily take the spot typically reserved for fighters, barbarians and paladins. Some, with their skills, and a focus on Dexterity even take the spot reserved for rogues.

Adaptation: If your campaign setting doesn't use Ysgard, replace reference to it with a different celestial plane.




Back to Main Page3.5e HomebrewClassesRacial Paragon Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorGanteka Future +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Racial Paragon Class +
Length6 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge (religion) +, Listen +, Move Silently +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points8 +
SummaryTo realize the potential granted to them as re-born warriors, einherjar become paragons. +
TitleEinherjar Paragon +
Will Save ProgressionGood +