Paraphrys (3.5e Class)

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Paraphrys

Paraphrys are focused upon Chaos. They use chaotic energy to power powerful paraphryia, similar to spells, to defeat foes.

Making a Paraphrys

Typically good as a support role, they provide good firepower, and can buff and debuff, but they bring little in the way of skills.

Abilities: Charisma is needed for their abilities, and Dexterity is needed to aim their Energy Blasts.

Races: Usually humans, but Tieflings are also common.

Alignment: Any Chaotic

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Simple

Table: The Paraphrys

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Energy Pool
Fort Ref Will
1st +0 +0 +0 +2 Paraphryic Focus 0
2nd +1 +0 +0 +3 Paraphryic Energy Pool, Recharge, Paraphryia, Paraphrys Guise 1
3rd +2 +1 +1 +3 Energy Blast 1d6 2
4th +3 +1 +1 +4 Paraphrys Guise 3
5th +3 +1 +1 +4 Improved Guise, Energy Blast 2d6 3
6th +4 +2 +2 +5 Blast Trick, Paraphryia 4
7th +5 +2 +2 +5 Energy Blast 3d6 5
8th +6/+1 +2 +2 +6 Paraphrys Guise 6
9th +6/+1 +3 +3 +6 Energy Blast 4d6, Fast Recharge 6
10th +7/+2 +3 +3 +7 Greater Guise, Paraphryia 7
11th +8/+3 +3 +3 +7 Energy Blast 5d6 8
12th +9/+4 +4 +4 +8 Paraphrys Guise, Blast Trick 9
13th +9/+4 +4 +4 +8 Energy Blast 6d6 10
14th +10/+5 +4 +4 +9 Paraphryia 11
15th +11/+6/+1 +5 +5 +9 Energy Blast 7d6, Elite Guise 12
16th +12/+7/+2 +5 +5 +10 Paraphrys Guise, Quick Recharge 13
17th +12/+7/+2 +5 +5 +10 Energy Blast 8d6 14
18th +13/+8/+3 +6 +6 +11 Blast Trick, Paraphryia 15
19th +14/+9/+4 +6 +6 +11 Energy Blast 9d6 16
20th +15/+10/+5 +6 +6 +12 Paraphrys Guise, Perfect Guise 17

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str), Sense Motive (Wis), Tumble (Dex).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Paraphrys are proficient with flails and clubs.

Paraphrys are not proficient with any armor or shields.

Paraphryic Focus (Ex): A Paraphrys is attuned to Chaos. He gains a +1 bonus to Initiative rolls, and may add one fourth of her class level (to a maximum of her Charisma modifier) to her AC.

Paraphryic Energy Pool (Ex): At 2nd level, a Paraphrys has a small pool of 'Paraphric Energy Points', EP, that she uses to conjur her paraphryia.

Recharge (Ex): A Paraphrys' Energy pool recharges one point every turn. At levels 9 and 16, the rate of recharge increases.

Paraphryia (Ex): A Paraphys has an omnibus of 'paraphryia', which are similar to spells. Conjuring a paraphryia is a standard action and costs 2 EP, unless stated otherwise. At level 2, and every 4 levels after that (6, 10, etc.) a Paraphrys chooses one paraphryia from the below list. The number of times he may conjur a paraphryia is limited only by the amount of EP he has.

A Will Save, DC 10 + (class level/2) + the Paraphrys’ Charisma modifier, negates any Paraphryic effect.

  • Heal: Heal target ally for 1d10 + Charisma modifier.
  • Haste: Gain +10ft. to speed this round.
  • Frighten: Target enemy become shaken for Charisma modifier rounds.
  • Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks.
  • Steady: Gain +3 insight bonus to saving throws.
  • Vigor: Gain 5 temporary hit points.
  • Modify: Provide target with a +2 enhancement to one ability and a -2 to another for Charisma modifier rounds. This paraphryia cannot target Charisma or Constitution, and costs 5 EP
  • Fly: Gain a fly speed of 15ft (poor) for Charisma modifier rounds.
  • Feather Fall: Negate 50ft of falling damage. This paraphryia costs 3 EP
  • Regenerate: Heal yourself for Charisma modifier. This paraphryia costs 4 EP, but then may be conjured repeatedly for only 1 EP.

Paraphrys Guise (Ex): A Paraphrys may channel his Chaos power through himself. He may maintain a 'guise' that enhances him by spending 1 EP every round he wishes to maintain it. At level 2, and every level divisible by 4 after that, he picks one of the following guises.

  • Reinforced: He gains a +1 armor bonus to AC. This bonus stacks with other armor bonuses.
  • Insightful: He gains a +1 insight bonus to to-hit. This bonus stacks with other insight bonuses.
  • Power: He gains a +2 bonus to damage.
  • Health: He gains a +1 magical bonus to Constitution.
  • Grace: He gains a +1 magical bonus to Dexterity.
  • Cunning: He gains a +1 magical bonus to Charisma.
  • Vampirism: His Energy Blasts heal him for 1 HP. (Cannot be taken until level 4)
  • Vengeance: When he is attacked, he deals 1 damage to the person who attacked him. (Cannot be taken until level 12)
  • Attentive: He gains a +2 insight bonus to initiative. This bonus stacks with other insight bonuses.

Energy Blast (Ex): As a standard action, a level 3 Paraphrys may spend 1 EP loose an Energy Blast at one foe. This is a ranged touch attack at his highest BAB, and has a range of 25 + 5(Charisma modifier). His base damage is given in Table: The Paraphrys, and then he adds his Charisma modifier.

Improved Guise (Ex): A level 5 Paraphrys has improved his Paraphryic Guise ability. All of the bonuses given by the guises are doubled.

Blast Trick (Ex): At 6th level, a Paraphrys may enhance his Energy Blast ability. As a swift action, he may apply one of the following tricks to his next blast.

  • Wide: The Energy Blast is a Cone, with a range equal to his regular range −10ft.
  • Explosive: The Energy Blast causes a 10ft burst at the targets location.
  • Extended: The Energy Blast has +15 distance.
  • Delayed: The Energy Blast deals no damage. Instead, the turn after you hit them they must make a Will save or take your Energy Blast damage +4d6.
  • Point-Blank: The Energy Blast is touch range, but deals an additional 4d6 damage.

Fast Recharge (Ex): At level 9, a Paraphrys' recharge rate increases to 2 points per round.

Greater Guise (Ex): A level 10 Paraphrys has improved his Paraphryic Guise ability. All of the bonuses given by the original guises are tripled.

Elite Guise (Ex): A level 15 Paraphrys has improved his Paraphryic Guise ability. All of the bonuses given by the original guises are quadrupled.

Quick Recharge (Ex): At level 16, a Paraphrys' recharge rate increases to 3 points per round.

Perfect Guise (Ex): A level 15 Paraphrys has improved his Paraphryic Guise ability. All of the bonuses given by the original guises are hextupled.

Ex-Paraphrys

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Paraphrys

Table: The Epic Paraphrys

Hit Die: d6

Level Special
21st Energy Blast 10d6
22nd
23rd Energy Blast 11d6
24th
25th Energy Blast 12d6
26th
27th Energy Blast 13d6
28th
29th Energy Blast 14d6
30th

<-number of skill points-> + Int modifier skill points per level.

Paraphryic Energy Pool: Your EP increases by two every level.

Human Paraphrys Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Paraphrys

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Paraphrys' in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Paraphrys Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Paraphrys' in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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