Daywalker Paragon (3.5e Racial Paragon Class)
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Daywalker Paragon[edit]
Daywalkers are a rare breed, the strange and infernal result of a truly deep and loving union between a vampire and a mortal. But such relationships rarely last for more than a few years before the vampire's darker nature takes over, often ending the life of the daywalker's mortal parent. Most daywalkers in turn reject their vampiric nature, choosing to hunt down and kill their sire's kind so that none others may be forced to suffer the same fate, yet few others decide to delve deep into their vampiric nature, savoring the taste of warm blood on their lips and reveling in the sensation of soft flesh ripping beneath steel-hard claws. These are the daywalker paragons.
Making a Daywalker Paragon[edit]
The daywalker paragon is a close combat specialist who has a knack for getting into the middle of fights, lock down specific troublesome enemies with their gaze ability, and quickly shred others while maintaining their health through the use of Vampiric Bite. They work well overall with most characters, especially high-damage ones who can freely attack dazed enemies while the daywalker paragon keeps their enemies busy and the focus on himself.
Abilities: Sleek, long-fingered, supernaturally strong, and insidiously seductive; these are the traits common to many vampires, and the daywalkers often share these traits. In order to enchant the mind and numb the senses with their strange gaze, many daywalkers are seductive and alluring. Their prodigious strength can be used to lock their enemies in place, forcing them to suffer the daywalker's deadly bite, while Dexterity allows them to be as smoke before an attacker's blade.
Races: Any. While a vampire siring another through sexual reproduction rather than through the transfer of their own tainted blood is a rare occurrence, it's even rarer for the progeny of a such a sordid affair to delve so deeply into their own vampiric nature.
Alignment: Any. Though the vampiric affliction tends to cause one to drift toward the boundaries of chaos and evil due to one's need to feed and a typically altered outlook on living; there is nothing stopping a daywalker paragon from being their own individual and taking the outlook on life that best suits the particular individual.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +0 | +2 | +2 | Daywalker Potential, Dread Claws, Undead Hunger | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +0 | +2 | +2 | Spider Climb, Vampiric Bite | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +1 | +3 | +3 | Captivating Gaze, Vampiric Form | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the daywalker paragon.
Weapon and Armor Proficiency: A daywalker paragon gains proficiency with all simple and martial weapons, and with light and medium armor.
Daywalker Potential (Ex): As it begins to unlock its inner potential, the daywalker becomes more and more like the vampire that sired it. At first level, the daywalker casts no shadow, and gains both of the two template abilities it didn't take.
Dread Claws (Ex): At first level, the daywalker paragon's nails lengthen and become supernaturally sharp, granting it two claw attacks that deal 1d6 damage each. If the only attacks that the daywalker paragon makes in any given turn are with his claws, they deal an extra 1d6 damage, which increases by 1d6 at 3rd level and every odd character level thereafter. When getting the extra damage this way, class abilities that would increase the daywalker's damage (such as Sneak Attack) don't apply to the claws.
Undead Hunger (Ex): The daywalker's journey towards its progenitor's power begins, as it fully immerses itself in its twisted nature. At first level, the daywalker paragon gains the necropolitan template.
Vampiric Bite (Ex): A daywalker paragon's fangs grow sharper and longer as it grows in power, granting it a natural bite attack that deals 1d4 damage at second level. However, this bite can do more than just damage, but instead can be used to heal the vampire with the blood it drains. As a standard action, the vampire may make a single attack with its bite. Should it successfully hit, it deals an additional 1d6 damage per character level it possesses, and heals for half the damage dealt, though not more than half the total damage needed to kill the target.
Furthermore, the dayalker gains an insatiable hunger for blood. Upon gaining this ability, at noon every day the daywalker paragon takes 1d6 damage. This damage can only be healed through the use of the Vampiric Bite ability, which heals this damage first.
Note that if using the healing surge variant that the healing from this ability can not allow the daywalker paragon to activate a healing surge.
Spider Climb (Su): A daywalker gains a bonus equal to their character level on all checks related to climbing. At fifth character level, they gain the ability to use spider climb for ten rounds per day, though the rounds need not be consecutive. At tenth character level, the daywalker can spider climb at will.
Captivating Gaze (Su): The gaze of a daywalker enraptures the subject in a captivating glance, locking people in their tracks and leaving them dumbfound just by looking at them. At third level, the daywalker paragon gains the ability to force a single creature within 30' to lock gazes with them and make a Will save (DC 10 + 1/2 character level + Charisma modifier) as a standard action or be dazed for one round. This is a Mind-Affecting effect.
Vampiric Form (Su): Not simply a natural creature, the daywalker paragon has the ability to change their shapes, becoming a swarm of bats or even a cloud of mist.
At third level, the daywalker paragon gains the ability to turn into a bat swarm, as per the Amorphous Form[1] spell. At character level seven, the daywalker paragon now gains the ability to move about in more ways, able to use Ectoplasmic Form. Finally, at character level twelve, the daywalker paragon's power fully unlocks, allowing them to turn into mist and fly away from their enemies, allowing them to become gaseous. Turning into any of these forms can be done at will with a full-round action, and requires a standard action to turn back. Apart from the specifics of each ability, this ability follows the alternate form rules.
References[edit]
Back to Main Page → 3.5e Homebrew → Classes → Racial Paragon Classes
Ghostwheelv |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Ghostwheel + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Racial Paragon Class + |
Length | 3 + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Skill | Balance +, Bluff +, Climb +, Diplomacy +, Disguise +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival + and Use Rope + |
Skill Points | 4 + |
Summary | A racial class for the Daywalker of the Simplified Races variant. + |
Title | Daywalker Paragon + |
Will Save Progression | Good + |