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Codex Paragons: Sun & Sea Dwellers This product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision. Paragon (noun) - an ideal instance; a perfect embodiment of a concept . 1 Racial paragons represent the epitome of their kind, excelling in everything their race excels, yet vulnerable in all the ways their kin are vulnerable. Possessed of traits that elevate them well above the ordinary, 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 Codex Paragon catalogues them all. This chapter of the codex details the paragons of the sun & sea dwellers, those races that make their home in the depths of the oceans and under the warmth of the day star. Hence are presented the always-ready aquatic elf, the reclusive and mystic grey elf, the complex and powerful sun elf, the jolly and lucky halfling, the elfin-like tallfellow halfling, the endlessly versatile human, the friendly yet ferocious merfolk, the deadly sahuagin and the deceptive malenti sahuagin. Sun & Sea Dwellers By Scott G. Carter and Mark Gedak

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Codex Paragons: Sun & Sea DwellersThis product requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision.

Paragon (noun) - aan iideal iinstance; aa pperfect eembodiment oof aa cconcept..1

Racial paragons represent the epitome of their kind, excelling in everything their race excels,yet vulnerable in all the ways their kin are vulnerable. Possessed of traits that elevate them wellabove the ordinary, however, racial paragons represent a race's potential evolved to its utmost. Everyrace, including its subraces and variations, features a paragon ideal that epitomizes it, and theCodex PParagon catalogues them all.

This chapter of the codex details the paragons of the sun & sea dwellers, those races that maketheir home in the depths of the oceans and under the warmth of the day star. Hence are presentedthe always-ready aquatic eelf, the reclusive and mystic grey eelf, the complex and powerful sun eelf,the jolly and lucky halfling, the elfin-like tallfellow hhalfling, the endlessly versatile human, thefriendly yet ferocious merfolk, the deadly sahuagin and the deceptive malenti ssahuagin.

Sun & Sea Dwellers

BByy SSccootttt GG.. CCaarrtteerr aanndd MMaarrkk GGeeddaakk

Aquatic Elf Paragon

Aquatic elves are often pictured cavorting with theirundersea allies, the dolphins and the whales, living livesdedicated to beauty and knowledge. For the most partthis is true, but every aquatic elf child knows that thesea holds many dangers. Rip tides, rock slides, sharks,and worse of all, sahaugin. Some of those children growup to be the defenders of their people against thosedangers, the aquatic elf paragons.

Adventures: The aquatic elf paragon is the champi-on of his people. A born fighter he seeks out the ene-mies of his kind, delving deep into underwater templesand the lairs of terrible sea monsters. When times aregood for his people and they are strong he venturesforth to improve himself, to test his mettle againstwhatever the currents of time bring him, and to gainnew weapons and artifacts to bring back to his people.

Characteristics: The aquatic elf paragon is much likehis weapon, sharp, deadly, and purposeful. Like allaquatic elves he admires things of beauty, but he rejectsthose that lack utility as well. The aquatic elf paragonis much like the dedicated soldiers and champions ofother peoples, be they on land or under the sea. He isloyal and values honesty in his dealings, preferring toboth see and be seen plainly. As an ally he is steadfastand dedicated to his goals and his comrades, valuingtheir life and good over his own. As an enemy he isrelentless and driven, a thing to be feared.

Alignment: The sea is a violent place, full of beauti-ful deadly things. Danger comes from anywhere andeverywhere without a moments notice. The aquatic elfparagon needs the freedom of thought that the chaoticalignment gives to react to these dangers. The elventemperament is not very suited to lawful alignments,but some paragons see the value in ordered and struc-tured military life and thus become neutral or lawful.His dedication to his people and his allies means that heis more often good than anything else, although some-times the necessities of warfare lead paragons to neutralor even, more rarely, evil alignments.

Religion: Most aquatic elves worship an underseagod of knowledge and beauty, and the aquatic elfparagon reveres him to a degree as well. More often,however, the aquatic elf paragon will dedicate himselfto deities of strength and protection or their totemicmarine life representatives. The one being no aquatic elfparagon would ever worship is the god of sharks.Aquatic elf paragons hate sharks, and their associationwith the sahaugin, and will do everything they can todestroy or at least defile shrines dedicated to sharkgods.

Background: The aquatic elf paragon to be turnedto toy weapons when his peers were exploring the beau-ty of undersea gardens and he played games of combatwhile they danced. This was most likely noticed by histeachers and he was apprenticed to a mentor with a sim-ilar martial mindset at an early age. Often theseparagons have a personal reason to hate the sahaugin,having lost a loved one or companion to their raids.Therefore, he probably saw combat early in life, evenfighting to defend his people when others his age werebeing hidden away and protected. Eventually he gradu-ates to becoming a leader of combat himself and organ-izes the defense of his home and attacks on his enemies.

Races: The aquatic elf's ability to survive out ofwater for extended periods of time means that he comesin contact with other races, and this is doubly true ofthe aquatic elf paragon, who will lead counter attacksagainst sahaugin raiders in coastal settlements and huntdown pirates in their land based lairs. Generally theaquatic elf paragon's opinions of these races is based ontheir actions, if they seem good and act against evil hegives them the benefit of the doubt and if not he mis-trusts them and stays on his guard. Thus he tends tojudge individuals and groups first and races second. Theexception to this is his trust of other elves and his out-right hatred of the sahuagin.

Other Classes: The aquatic elf paragon has the mostin common with other martial classes, especially fight-ers and rangers. He knows the value of magical defensesas well and thus welcomes martially oriented clerics,druids, wizards, and sorcerers. While he appreciates the

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Codex Paragons: Sun & Sea Dwellers

beauty that bards sing about, he tends to prefer thatthey remain somewhere safe that he can visit after thefighting is done. Rogues are far too sneaky for histastes, although they have their uses in setting up andpreventing ambushes.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNAquatic elf paragons have the following game statistics.Abilities: An aquatic elf paragon is first and foremost acombatant, relying on a good Constitution to surviveattacks and either a good Strength or Dexterity to makethem. Wisdom and Intelligence help the Paragon's classskills.Alignment: Any, usually chaotic good.

Hit Die: d8.

CCllaassss SSkkiillllssThe aquatic elf paragon's class skills (and the key abili-ty for each skill) are Craft (Int), Escape Artist (Dex),Handle Animal (Cha), Hide (Dex), Knowledge (geogra-phy) (Int), Knowledge (nature) (Int), Move Silently(Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)and Swim (Str).

Skill Points at Each Level: 4 + Int Modifier.CCllaassss FFeeaattuurreessAll of the following are class features of the aquatic elfparagon.

Weapon and Armor Proficiency: Aquatic elfparagons are proficient with all simple and martial

weapons, light and medium armour, and shields (excepttower shields).

Swim-BBy Attack (Ex): At 1st level, an aquatic elfparagon gains Swim-By Attack as a bonus feat.

Strong Swimmer (Ex): At 2nd level, an aquatic elfparagon suffer no armor check penalty to his Swimcheck when wearing light armour and only a singlearmour check penalty to Swim checks while in mediumarmor.

Swim +10 ft. (Ex): At 2nd level, an aquatic elfparagon's swim speed increases by +10 ft.

Ability Boost (Ex): At 3rd level, the aquatic elfparagon's Dexterity score increases by 2 points.

Grey Elf ParagonA reclusive race, the grey elves are aloof and imposingby anyone's standards, even other elves. Lovers of magicand knowledge above all else grey elves spend long por-tions of their lives researching spells and questing formagic items and lost lore. The grey elf paragon is theepitome of this trend in the race, a wizard's wizard thatcares little for companions or other delights, for whomwealth is simply a means to an end and even power issimply a commodity to be used to gain more magic.

Adventures: Grey elf paragons adventure for thesame reason as any wizard, to learn new spells, recoverpowerful artifacts, to delve into secrets lost from oth-

SWIM-BBY ATTACK [General] You are skilled at making fast attacks while swim-ming. Prerequisites: Aquatic subtype, swim speed of 30 orgreater.Benefit: When you are using the charge actionunderwater you may move and attack as with a stan-dard charge and then move again. All movementmust be in a straight line and your total movementfor the round cannot exceed double your swimspeed. You do not provoke an attack of opportunityfrom the opponent that you attack.

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Codex Paragons: Sun & Sea Dwellers

Table 1:TheAquatic ElfParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +1 +0 +2 +0Racial Enemy,Swim-By Attack

2nd +2 +0 +2 +0Strong Swimmer,Swim +10 ft.

3rd +3 +1 +3 +1 Ability Boost (Dex +2)

ers. A grey elf paragon is unlikely to take up with anadventuring party unless they can promise that they willbe going to places no one has gone before or looting thevaults of beings with reputations for learning andmagic.

Characteristics: The grey elf paragon is guided byone ultimate goal: magic, or more specifically her magic.She is driven and relentless in her pursuit of it, andsimultaneously quixotic and idiosyncratic. She viewsmagic as a unique endeavor of each individual, some-thing for her and her alone to understand. Anythingthat does not advance her own arcane knowledge andpowers takes a distant second place. This results in aperception that she is arrogant in the extreme, selfishand apathetic to the needs and well being of others�which is not entirely true. It is not that the grey elfparagon is unconcerned with the needs of others or thegreater good. She is simply unaware of the needs of oth-ers in most case or cannot understand those needs in thelight of her own ambitions, which are on a far granderscale than the concerns of commoners or even manyother adventurers. This leaves her with a cold, distant,and often uncanny demeanor as she concerns herselfwith an internal world of magical problems or focuseson minutia of the external at the expense of socialniceties.

Alignment: As with most elves, the grey elf paragonis usually Chaotic Good. Certainly her unique perspec-tive on magic causes her to favor chaos. While most greyelf paragons start out good at best that concept ofgoodness is focused on the larger concerns of maintain-ing magic and preventing its abuse at worst her focusbecomes a slippery slope on which she begins to sacrificeher ethics for more expedient paths to magical powers,quickly becoming neutral or evil in the process. Morerarely, in an effort to understand the systematicapproach to magic developed by wizards of other races,she may take up a neutral or lawful alignment.

Religion: Grey elf paragons most often worship thegods of magic, as sources of knowledge and power, firstand the elven pantheon second. Even in these devotions,however, religion is simply one more tool in their quest

for arcane enlightenment. Those few who truly devotethemselves to a god or gods often take up the role ofmystic thaumaturge, seeking both divine and arcanemagical might.

Background: The grey elf paragon likely began hercareer apprenticed to another elven mage at a young age,as such things are determined by elves. Her insight anddevotion to her studies were encouraged as she out-stripped her peers in her arcane accomplishments. As sheadvanced from apprentice to master she likely becomebored with the relatively familiar resources at her dis-posal and left her mentor to seek out more fertile magi-cal fields. This may have led to a series of mentors, eachteaching what they could before she moved on to thenext. Unlike many of the other racial paragons, she isdefined not so much by her relationship to her race, butby its lack.

Races: The grey elf paragon is rarely concerned withthe trivialities of race beyond an ingrained belief in theinherent superiority of elves in general and grey elves inparticular. Often, but not always, accompanying thatfeeling is a general distain for orcish and goblinoid cul-tures. The other races are otherwise greeted with thesame level of apathy, occasionally mixed with pity thatthey were not born elven.

Other Classes: The grey elf paragon is most interest-ed in sharing information and learning secrets fromother arcane casters, particularly those who preparespells. Sorcerers and other spontaneous casters elicitboth envy at the ease at which they come to magic andcontempt for their limited repertoires, feelings thatmake relationships with them somewhat difficult.Divine casters are respected to a certain degree,although their relationship to magic is also question-able. Other classes, regardless of their function, are typ-ically seen as necessary tools at best and annoying dis-tractions at worse. The wise grey elf paragon, however,realizes, but would never admit, the deficiencies ofmagic or at least her understanding of it and welcomesthe companionship of those who can take her where shewants to go.

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GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNGrey elf paragons have the following game statistics.Abilities: Intelligence is the main ability for the spellcasting grey elf paragons. A good Dexterity andConstitution helps make up for a lack of armor andbolsters poor saves in those areas. Less important forthe Grey Elf paragon are Strength, Charisma, andWisdom.Alignment: Any, usually chaotic good.

Hit Die: d6.

CCllaassss SSkkiillllssThe grey elf paragon's class skills (and the key abilityfor each skill) are Appraise (Int), Craft (alchemy) (Int),Decipher Script (Int), Knowledge (arcana) (Int),Knowledge (nobility and royalty) (Int), Speak Language(None), Spellcraft (Int) and Use Magical Device (Cha).

Skill Points at Each Level: 4 + Int.

CCllaassss FFeeaattuurreess All of the following are class features of the grey elfparagon.

Weapon and Armor Proficiency: Grey elf paragonsare proficient with all simple weapons.

Spells per Day: At 1st and 3rd level, a grey elfparagon gains new spells per day as if he gained a levelin wizard. He does not gain any other benefit a charac-ter of that class would have gained. This essentiallymeans he adds one to his level in wizard at 1st and 3rdlevel, then determines spells per day and caster level

Immunity to Enchantments (Ex): At 2nd level, agrey elf paragon becomes immune to all enchantmentspells, powers, or effects of a level equal or lower to thegrey elf's paragon level.

SunElf Paragon

Accomplished with both spell and blade, elves movethrough the world at a pace removed from that ofshorter-lived races. Long-standing champions of good,the elf race is storied beyond telling and peopled byheroes beyond counting. As mighty as the elf race canbe, it is not often that elves turn to warfare or combat,preferring instead the paths of poetry, dance, song, andlore. With their long life spans and many talents, elvesexcel in numerous areas and classes, but a few exemplifyto an even greater degree the complex and powerfulnature of their race.

Adventures: Sun elf paragons retreat from the worldless readily than most elves, seeing much of the natureof the elf race in the form and shape of the world.They enjoy travel and interaction with other races,learning as much about themselves in the process as theydo about those they meet. Sun elf paragons are awarethat voluntary isolation from other good-aligned racesposes a great danger to the elven race-although suchself-absorption lessens the pain and frustration involvedin dealing with other races, it leaves an elven communityvulnerable to stagnation and decline.

Characteristics: Sun elf paragons are curious,patient, and, when roused to action, deadly. They areswift and stealthy and have amazingly acute senses,allowing them to react far faster than opponents mightexpect. Their aptitude in both stealth and weaponsmakes them excellent at attacking from ambush, andtheir propensity to take rogue and ranger levels in addi-tion to their paragon levels accentuates these strengths.

Alignment: Sun elf paragons can be of any align-ment, but most are neutral good. They see the world asa place of harmony, a place that can provide bounty to

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Codex Paragons: Sun & Sea Dwellers

Table 2:TheGrey ElfParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +0 +2 +1 level of wizard

2nd +0 +0 +0 +2Immunity toEnchantments

3rd +1 +1 +1 +3Ability Boost (Int +2),+1 level of wizard

all those willing to live in peace so long as society is notpushed to extremes of law or anarchy.

Religion: Although elves as a whole can be as reli-gious as members of any other race, sun elf paragonsrarely concentrate on religion. Instead, they focus theirattention and devotion on the mortal members of theirrace.

Background: Most sun elf paragons come into theirabilities through a strong love of their people and thework of an influential mentor. Although this mentormay be of any class, it is often the lorekeepers and wiz-ards of the elf race who seek to foster the skills offledgling sun elf paragons, knowing that one young elfturning to the path of the paragon can benefit the racefor nearly a thousand years.

Races: Sun elf paragons are, for the most part, openand gracious when dealing with members of other races.Even if she secretly looks down on shorter-lived and lessgifted folk, a sun elf paragon knows that other racescan offer her the one thing that most elves lack: a senseof urgency. As a sun elf paragon grows in power, shebecomes more and more apt to look upon members ofother races as curiosities to be studied rather than aspeers-but she remains gracious and trusting, striving tolearn how the virtues of other races might benefit theelf race.

Other Classes: Like most racial paragons, sun elfparagons tend to think more in terms of relations withother races than they do about interactions with otherclasses. Sun elf paragons relate best to characters whorevere nature or seek to live in harmony with the worldaround them. They find common philosophical groundwith monks and common cause with many paladins, butthey are most comfortable around wizards, rangers, anddruids. Although elves are as religious as any other race,sun elf paragons often mistrust clerics' reliance ondivine guidance, and heavily armored warriors have anapproach to combat that sun elf paragons sometimeshave a hard time appreciating.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONN Sun elf paragons have the following game statistics.Abilities: Agility and physical grace are hallmarks ofthe elf race, and a high Dexterity score helps a sun elfparagon avoid blows in combat and make more accurateranged attacks. Dexterity can even (after the selectionof the Weapon Finesse feat) aid in melee combat. Ahigh Intelligence score allows a sun elf paragon toaccess a broader selection of skills, and a high Wisdomis important for some of the class's most importantclass skills.Alignment: Any.

Hit Die: d8.

CCllaassss SSkkiillllssThe sun elf paragon's class skills (and the key abilityfor each skill) are Climb (Str), Craft (Int), Diplomacy(Cha), Hide (Dex), Jump (Str), Knowledge (all skills,taken individually) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Spellcraft (Int), Spot (Wis),Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier

CCllaassss FFeeaattuurreessAll of the following are class features of the sun elfparagon.

Weapon and Armor Proficiency: Sun elf paragonsare proficient with all simple weapons, rapiers,longswords, shortbows, and longbows. Sun elf paragonsare proficient with light armor, but not with shields.

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Codex Paragons: Sun & Sea Dwellers

Table 3:TheSun ElfParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +2 +0Elfsight, Resist Enchantments

2nd +1 +0 +3 +0Weapon Focus, +1 level of wizard

3rd +2 +1 +3 +1Ability Boost (Int +2),+1 level of wizard

Spells per Day: At 2nd and 3rd level, a sun elfparagon gains new spells per day as if she had alsogained a level in wizard. She does not, however, gainany other benefit a character of that class would havegained (bonus metamagic feats, and so on). This essen-tially means that she adds the level of elf paragon toher level in wizard, then determines spells per day andcaster level accordingly.

If a sun elf paragon has no levels in wizard, thisclass feature has no effect.

Elfsight (Ex): A sun elf paragon has exceptionalvisual acuity. Her racial bonus on Search and Spotchecks increases to +4. In addition, a sun elf paragon'slow-light vision increases in range, allowing her to seethree times as far as a human in starlight, moonlight,torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex): A sun elf paragon'sracial bonus on saves against enchantment spells oreffects increases by 2.

Weapon Focus (Ex): At 2nd level, a sun elf paragongains Weapon Focus as a bonus feat. This feat mustapply to either the rapier, longsword, shortsword,shortbow, longbow, composite shortbow, or compositelongbow

Ability Boost (Ex): At 3rd level, the sun elfparagon's Intelligence score increases by 2 points.

Halfling ParagonClever and capable, halfling paragons love travel, andthey embody the curiosity and easygoing ways of thehalfling people. Despite their curiosity and good-natured outlook, halfling paragons are the most capa-ble members of their race. They are survivors, cunningand resourceful enough to survive in a world filledwith large, dangerous creatures. When halflingparagons travel through communities and countriespopulated by other races, they are quick to makefriends and often end up at the center of traveling oradventuring groups.

Adventures: Filled with the wanderlust of thehalfling race, halfling paragons see adventuring as a nat-ural extension of their travels through the world. Infact, it's unlikely that a halfling paragon thinks of her-self as being on an adventure at any time, even in themiddle of a trapfilled dungeon. For a character with alust for excitement and discovery, what could be a morenatural place to visit than a dungeon or ancient ruin?

Occasionally halfling paragons embody the worst oftheir race's characteristics, using their stealth abilitiesand their natural cunning to steal from other races-racesthey consider dupes and fools.

Characteristics: Exasperated adventuring companionsclaim that halfling paragons invented curiosity. Withtheir small size and uncanny stealth, halfling paragonscan go nearly anywhere undetected. Remaining unde-tected, however, is rarely any fun. halfling paragonsenjoy the benefits of their small size, and many secretlywonder how bigger races can ever do anything quietly.

Alignment: Most halfling paragons are chaotic good.They love freedom, and their approach to life is inmany ways carefree and unpredictable. While mosthalflings tend toward neutrality over chaos, a halflingparagon embodies the race's curiosity and love of travel.

Religion: Halfling paragons favor a variety ofdeities. Some flit from religion to religion carelessly;they find new ideas compelling and often investigatethe tenets of one religion for a while before moving onto another. In this way, halfling paragons amass a fewscattered bits of philosophy culled from several differ-ent religions into their own happy amalgam. Halflingparagons who remain dedicated to one deity or philoso-phy almost always multiclass as clerics devoted to a godof travel.

Background: A halfling paragon learns her skillswhile traveling with her clan. Although she may be bornto a nomadic people, even the clan's travel eventuallyseems too infrequent, the pace too slow. The wanderlustof the halfling race flows through her, and eventuallyshe sets off on her own, outpacing the slow-moving wag-ons of her people. Many halfling paragons multiclass asrogues or rangers, and their skills develop while sneaking

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Codex Paragons: Sun & Sea Dwellers

around in large cities or stalking game through deepwilderness.

Races: Halfling paragons travel, and they never seemto tire out. Because they spend so much time in thecommunities of other races, they strive to get along wellwith everyone. They are adept, as most halflings are, atfitting into the communities of others, although theyrarely stay long.

Halfling paragons enjoy a mixed lot of travelingcompanions-too many members of just one race makesfor boring company. Although open-minded in theextreme, halfling paragons can occasionally find dwarvestoo dour and serious for their tastes. Halfling paragonsparticularly enjoy the company of gnomes.

Other Classes: Halfling paragons regard other class-es with a mixture of relief and frustration. They arehappy to stand behind fighters and members of otherphysically powerful classes when monsters charge up todo battle, and they are grateful when a spellcaster'sabilities help them sneak past an opponent or heal theirwounds. But few classes can match the halflingparagon's capability for stealth, and more often thannot it is members of those other classes that get thehalfling paragon into a fight in the first place.Halfling paragons get along best with other stealthycharacters, particularly rogues and rangers, and manymulticlass between the two classes.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNHalfling paragons have the following game statistics.Abilities: Dexterity is important to halfling paragonsbecause it helps them avoid the attacks of larger foesand increases their accuracy with thrown weapons andslings, their favorite forms of attack. Because halflingparagons value skill and subtlety, a high Intelligence canhelp them a great deal. Charisma is important to manyof the halfling paragon's class skills.Alignment: Any, although most favor neutrality.

Hit Die: d6.

CCllaassss SSkkiillllssThe halfling paragon's class skills (and the key abilityfor each skill) are Bluff (Cha), Climb (Str), Craft (Int),Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis),Move Silently (Dex), Perform (Cha), Profession (Wis),Survival (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

CCllaassss FFeeaattuurreessAll of the following are class features of the halflingparagon.

Weapon and Armor Proficiency: Halfling paragonsare proficient with all simple weapons and with lightarmor.

Athletic Prowess (Ex): At 1st level, a halflingparagon's racial bonus on Climb, Jump, and MoveSilently checks improves to +3.

Save Bonus (Ex): A 1st-level halfling paragon'sracial bonus on all saving throws increases by +1.

Thrown Weapon Mastery (Ex): At 2nd level, ahalfling paragon gains a +2 bonus on damage rollswhen using a thrown weapon or a sling.

Ability Boost (Ex): At 3rd level, the halflingparagon's Dexterity score increases by 2 points.

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Codex Paragons: Sun & Sea Dwellers

Table 4:TheHalfling Paragon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +2 +0Athletic Prowess, Save Bonus

2nd +1 +0 +3 +0Thrown WeaponMastery

3rd +2 +1 +3 +1 Ability Boost (Dex +2)

Tallfellow HalflingParagonHalflings in general are a gregarious people, and thetallfellow variety especially favors elves. Having spentso much time with the taller race, tallfellow halflingspick up on many of the elves innate awareness of theirsurroundings. While this is true of all their kind, thetallfellow halfling paragon is especially at home amongthe elves, often preferring their company to that ofother halflings.

Adventures: Tallfellow halfling paragons are notonly enamored with elves, they also love elven stories.These tales of adventure and grand locales inspiremany paragons to go adventuring themselves. At othertimes a tallfellow halfling paragon will accompany anelven friend on her quest. Adventuring parties welcometallfellows as explorers and scouts.

Characteristics: Like many halflings, tallfellowparagons are curious and filled with wanderlust.Diplomatic and kind, they value friendship, and takingtheir cues from the elves, prefer long lasting relation-ships to quick and easy companions. Generally they arequieter and more observant than other halflings oreven other tallfellows, preferring to become familiarwith their surroundings before they feel at ease.Although they like to avoid conflict whenever possible,they are capable and quick to strike out at a perceivedthreat before it can perceive them. As in combat so inlife, they would rather deal with a known problem at adistance before it can build and over take them.

Alignment: Even tempered and philosophicalenough to see both sides of any issue, tallfellowhalfling paragon are often true neutral. Many, however,become chaotic due to their association with elves. Ifnot neutral they tend to be good and are rarely evil orlawful.

Religion: Tallfellow halflings paragons are as likelyto worship the elven gods and the halflings gods.While not devout, they tend to be respectful of thegods of other civilized races.

Background: Early in her life the tallfellow halflingparagon was exposed to elves and became fascinated bythem. Whenever possible she spent time with the grace-ful people, playing with them as children and thengrowing to care for her former playmates as shematured more rapidly. Both her elven friends and herfamily likely encouraged her fascination with the elves.Her curiosity, composure, and charm set her apart fromothers and she grew to become a liaison not onlybetween the two groups but with outsiders as well.

Races: Tallfellow halfling paragons favor elves firstand foremost and tend to look at the other racesthrough that lens. Thus humans, half-elves, and otherhalflings are welcome companions while dwarves andraces with orc or goblinoid blood are distrusted. Gnomesare interesting enough and can be tolerable company.However, the tallfellow halfling paragon is nothing ifnot diplomatic and she rarely allows something as trivialas race stand in the way of her establishing at leastfriendly relations with any but the most hostile of indi-viduals.

Other Classes: Many tallfellow halfling paragon arealso rogues or bards and thus get along with those class-es well. Barbarians, fighters, and paladins are far toonoisy, although they have their uses in keeping dangerat a distance. Sorcerers have powerful personalities, somethat hard to take, while wizards are generally regardedas boring even if many of their elven friends favor theclass. Rangers and druids, who can move carefully andquietly in the wilderness, are easier companions.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNTallfellow halfling paragons have the following gamestatistics. Abilities: Tallfellow halfling paragons are both socialand observant, thus Charisma and Wisdom are theirprimary attributes. More reliant on their ability toavoid or talk their way out of trouble, the tallfellowhalfling paragon is less concerned with Strength andConstitution; but when necessary she prefers to rely onher Dexterity to avoid damage and deal out lethalstrikes with thrown weapons.

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Codex Paragons: Sun & Sea Dwellers

Alignment: Usually neutral.Hit Die: d6.

CCllaassss SSkkiillllssThe tallfellow halfling paragon's class skills (and thekey ability for each skill) are Bluff (Cha), Craft (Int),Diplomacy (Cha), Disable Device (Int), Escape Artist(Dex), Gather Information (Cha), Hide (Dex),Knowledge (local) (Int), Knowledge (nature) (Int),Listen (Wis), Move Silently (Dex), Open Lock (Dex),Search (Int), Spot (Wis) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

CCllaassss FFeeaattuurreessAll of the following are class features of the tallfellowhalfling paragon.

Weapon and Armor Proficiency: Forest gnomeparagons are proficient with all simple weapons andlight armor.

Diplomacy Expertise (Ex): A tallfellow halflingparagon may add his level in this class as a racial bonusto all Diplomacy checks.

Elf Friend (Ex): The tallfellow halfling paragonengenders an air of friendship around him when heencounters elves for the first time. Starting at 1st level,whenever a tallfellow halfling paragon first encountersan elf, the initial attitude of the NPC is one step morefavorable than determined by the nature of theencounter.

Save Bonus (Ex): A 1st-level tallfellow halfling

paragon's racial bonus on all saving throws increases by+1.

Thrown Weapon Mastery (Ex): At 2nd level, ahalfling paragon gains a +2 bonus on damage rollswhen using a thrown weapon or a sling.

Ability Boost (Ex): At 3rd level, the tallfellowhalfling paragon's Charisma increases by 2 points.

Human ParagonHuman inventors, explorers, and others who push theboundaries of knowledge and experience may becomehuman paragons. They turn adversity into opportunityby finding new ways to apply their skills, discoveringnew techniques to solve problems, and challengingentropy by constantly seeking out ventures they havenot yet mastered. Humans, and the paragons who risefrom among them, balance strength with agility andtemper intellect with intuition.

Adventures: Adventure occupies much of a humanparagon's time. Whether impulsive or carefully stu-dious, a human paragon searches almost constantly forthe new and unexplored. Few, however, think of them-selves as pioneers or inventors. They see themselves asnaturally curious, deeming the intelligent and unusualway in which they use their skills to be the normrather than an exception. Curiosity and wanderlust areeasily the two most common motivations for undertak-ing adventures, but human paragons may find them-selves on adventures as a result of a quest or some othernecessary duty.

Characteristics: Human paragons are inventivenesspersonified. They are adaptable and capable of usingtheir skills in a broad variety of situations. Perhapsbecause they are capable in such a wide range of situa-tions, human paragons tend to dislike repetition andcrave variety. They seldom pass up a chance to indulgein a new experience, and a new challenge is much morelikely to excite them than a lingering goal.

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Codex Paragons: Sun & Sea Dwellers

Table 4:TheTallfellow HalflingParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +2 +2Diplomacy Expertise,Elf Friend

2nd +1 +0 +3 +3Save Bonus, ThrownWeapon Mastery

3rd +2 +1 +3 +3 Ability Boost (Cha +2)

If human paragons have a downfall, it is that theysee themselves capable of overcoming any challenge orinventing a solution for any problem. When asked whowould be best for a task, a human paragon almostalways chooses himself-not out of overconfidence oregotism, but because he has learned through successafter success that when backed into a corner, he'llalmost always find a way out.

Alignment: Human paragons have few tendencies inalignment. Perhaps more are attracted to chaos overlaw, although those who become devoted to a religionor cause seem to gravitate toward lawful deities orphilosophies.

Religion: Humans are as varied in their beliefs asthey are in every other aspect of their lives, and humanparagons are no exception. Many human paragons dab-ble in religion, learning a bit of one doctrine, followinganother deity for a brief time, and so on. Althoughthese individuals seldom stay with one belief systemfor long, they become quite well versed in religion overtime. While it's more common to find human paragonswith only these surface attachments to religion, somehuman paragons develop a passion for worship thatfuses seamlessly with their views of humanity, resultingin zealotry. In almost every case, these human paragonsfollow lawful deities and multiclass as clerics or pal-adins.

Background: Although there is no single commonbackground for human paragons, many share some com-mon characteristics. They often arise from situations inwhich they have many opportunities to learn, eitherfrom parents, an accepting community, or even amonastery filled with learned monks and clerics.

Races: Human paragons are open and accepting,embodying the best aspects of humanity's flexibilityand tolerance. Human paragons usually delight in pok-ing gentle fun at the foibles of other races, findingtheir extremes of behavior amusing. They also findmuch to admire in other races, including the stoic for-titude of the dwarves, the beauty and grace of theelves, and the curiosity and inventiveness of thehalflings. In truth, human paragons are closer in atti-

tude to halflings than any other race-both suffer (orbenefit) from more than a touch of wanderlust.

Other Classes: Human paragons are widely accept-ing of other classes. They value the presence of fight-ers, rangers, and other skilled combatants, knowing thatthey are more likely to survive a battle when teamedwith such characters. They also understand the value ofknowledge, and they regard spellcasters with a bit ofawe. Rogues and bards, closest in ability (if not in spir-it) to human paragons, usually have skills that overlapthe paragon's in several areas, allowing the paragon todiversify his learning rather than become overly spe-cialized.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNHuman paragons have the following game statistics. Abilities: Skilled and quick to adapt, human paragonsbenefit from a high Intelligence. But they are also oftenat the forefront of humanity's wars, making Strength,Dexterity, and Constitution important for their respec-tive roles in combat.Alignment: Any.

Hit Die: d8.

CCllaassss SSkkiillllssThe human paragon can choose any ten skills as classskills. (Knowledge skills must be selected individually).

Skill Points at Each Level: 4 + Int modifier. (Doesnot include the human's bonus skill point at each level.)

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Codex Paragons: Sun & Sea Dwellers

Table 5:TheHumanParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +0 +2 Adaptive Learning

2nd +1 +0 +0 +2Bonus Feat,+1 spellcasting level

3rd +2 +1 +1 +3Ability Boost (+2),+1 spellcasting level

CCllaassss FFeeaattuurreessAll of the following are class features of the humanparagon.

Weapon and Armor Proficiency: Human paragonsare proficient with all simple weapons and with lightarmor. In addition, a human paragon is proficient withany one martial weapon of his choice.

Spells per Day: At 2nd and 3rd level, a humanparagon gains new spells per day (and spells known, ifapplicable) as if he had also gained a level in a spell-casting class he belonged to before adding the level. Hedoes not, however, gain any other benefit a character ofthat class would have gained (bonus metamagic or itemcreation feats, bard or assassin abilities, and so on). Thisessentially means that he adds the level of humanparagon to the level in the spellcasting class, thendetermines spells per day, spells known, and caster levelaccordingly.

If a character had more than one spellcasting classbefore he became a human paragon, he must decide towhich class he adds each level of human paragon. If ahuman paragon has no levels in a spellcasting class, thisclass feature has no effect.

Adaptive Learning (Ex): At 1st level, a humanparagon can designate any one of his human paragonclass skills as an adaptive skill. This skill is treated as aclass skill in all respects for all classes that characterhas levels in, both current and future. For example, if ahuman paragon chooses Spot as an adaptive skill, hetreats Spot as a class skill for all future class levels hegains, even if it is not normally a class skill for the classin question.

Bonus Feat (Ex): At 2nd level, a human paragongains a bonus feat. Due to the varied talents and adapt-able nature of humans, this feat can be any feat forwhich the human paragon is qualified (he is notrestricted to a special list of bonus feats). The charactermust meet the prerequisites for the bonus feat normally.

Ability Boost (Ex): At 3rd level, a human paragonincreases one ability score of his choice by 2 points.

Merfolk ParagonThe stories of the playful, and often mischievous, mer-folk have been passed from sailor to shore as long as theraces of the land have gone to sea. Prior to that someshore dwelling peoples would catch sight of their come-ly oceanic neighbors sunning themselves on the rocksand sandbars at low tides. Thus have the merfolkbecome common in story and song, but less evident inactual experience. The exceptions among this somewhatreclusive race are the charismatic and inquisitiveparagons.

Adventures: Merfolk paragons are driven by a senseof curiosity, discovery and adventure as great, or greaterthan, any land-based race. The first of their group toventure out to ships or swimmers or travelers along theshore, the merfolk paragon loves newness and trades sto-ries with both intelligent creatures and marine animalswhenever she can. All merfolk know that there is beautyalong the shore and in the coral reefs, but the merfolkparagon knows that there is beauty everywhere and ineverything and longs to see and know it all.

Characteristics: Merfolk paragons are gregarious andinquisitive, often laughing, smiling, and singing. Of allthe Merfolk, the paragon is the most likely to be foundalone exploring sunken wrecks or hidden caves. Thisindependence of spirit, however, often leaves her farfrom the protection of the group, necessitating a capac-ity for ferocious combat underwater. While the paragonis often the first of her kind to meet new friends, she isoften the first to encounter new threats as well. A mer-folk paragon can go from joyous and playful to deadlyserious as quickly as a tropical storm can overtake anddestroy a small boat when she feels that her kin or alliesare in danger.

Alignment: Like all merfolk, the paragon feels theorder and balance of nature, its intrinsic laws and pat-terns of growth. At the same time, however, she sees theferocity and mercurial nature of life in the sea. Thesethings combine to give the merfolk as a whole a general-ly neutral outlook. paragons, however, are as oftenchaotic as they are neutral, driven from one interest to

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Codex Paragons: Sun & Sea Dwellers

another by their curiosity, and more often than notgood. Although evil merfolk paragons are not withoutprecedent, lawful ones are almost never known.

Religion: Merfolk in general worship gods of tideand coral and marine life. Merfolk paragons might wor-ship any gods that strike their fancy, but most oftensimply revere the sea itself as a living being, and anygods as manifestations of it.

Background: The average merfolk paragon probablyspent most of their formative years in trouble with par-ents and other authority figures. They were the chil-dren that swam too far, went to forbidden places, andtook the dares that others were unwilling to attempt.While merfolk tend to raise their children in safelyprotective coves it does mean that many would beparagons never reach maturity, but fall prey to somedanger in the sea. Those who do survive to grow up soondiscover that their community values them as represen-tatives, scouts, explorers, and traders. The rest may notwant to go to the places the paragon goes or do thethings she does they know that more often than not itis good that someone does.

Races: Merfolk paragons are open and welcoming ofalmost any race but especially love aquatic elves andhumans and will spend great portions of their timetraveling with them when possible. The only races theMerfolk paragon initially distrusts are those that haveproven to be enemies of their people, mostly aquaticmonstrous humanoids like sahuagin.

Other Classes: Merfolk paragons have the most incommon with bards, but find the charismatic and pow-erful sorcerer equally fascinating. Most of their rela-tions with non-merfolk are with experts and commonerson ships or rangers and druids with an aquatic bent.Clerics of marine gods occasionally interact and evenrevere merfolk as heralds of divinity, but the paragontends to view this attention as a little silly. The martialclasses, when they are adapted for underwater life, arewelcome companions in dangerous seas but otherwisetend to just be ignored.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNMerfolk paragons have the following game statistics. Abilities: Charisma is the primary ability for the mer-folk paragon and a good Wisdom score enhances manyof her skills. Given the paragon's ability in underwatercombat many have either a good Strength or Dexterityscore, more often the latter due to a racial fondness forcoral made crossbows, and a decent Constitution. A mer-folk paragon is more interested in experiencing thanknowing and remembering, so frequently have only aver-age Intelligence scores.Alignment: Usually neutral.

Hit Die: d6.

CCllaassss SSkkiillllssThe merfolk paragon's class skills (and the key abilityfor each skill) are Bluff (Cha), Concentration (Con),Craft (Any) (Int), Escape Artist (Dex), Handle Animal(Wis), Knowledge (geography) (Int), Listen (Wis),Perform (Cha), Profession (Wis), Sense Motive (Wis),Spellcraft (Int), Spot (Wis), Swim (Str) and Use MagicalDevice (Cha).

Skill Points at Each Level: 4+ Int modifier.

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Codex Paragons: Sun & Sea Dwellers

Table 6:TheMerfolk Paragon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +2 +2Speak with MarineAnimals, +1 level of bard

2nd +1 +0 +3 +3Improved UnderwaterCombat, +1 level of bard

3rd +1 +1 +1 +3Ability Boost (Cha +2),+1 level of bard

CCllaassss FFeeaattuurreessAll of the following are class features of the merfolkparagon.

Weapon and Armor Proficiency: Merfolk paragonsare proficient with all simple and martial weapons, lightarmor and shields (except tower shields).

Speak with Marine Animals (Sp): At 1st level, the mer-folk paragon gains ability to cast speak with animals(marine only) at will as a spell-like ability with a casterlevel equal to the merfolk paragon level. A marine ani-mal is any animal with the aquatic subtype or any ani-mal whose habitat includes a body of water, such as por-poises.

Spells per Day: At 1st, 2nd and 3rd level, a merfolkparagon gains new spells per day and spells known as ifhe had also gained a level of bard. He does not gain anyother benefit a character of that class would havegained. This essentially means that he adds his merfolkparagon level to his level in bard, then determines spellsper day, spells known and caster level accordingly.

Improved Underwater Combat (Ex): At 2nd level,the merfolk paragon no longer suffers any attack ordamage penalties due to the underwater environment.Essentially, the merfolk paragon has become so skilled inunderwater combat that is considered to have a perma-nent freedom of movement spell cast on him at alltimes while fighting underwater.

Ability Boost (Ex): At 3rd level, the merfolkparagon's Charisma score increases by 2 points.

Sahuagin ParagonThe most evil of underwater races, the sahuagin patrolthe sea and shore looking for victims, especially theirfavorite prey: aquatic elves. They are, as a race, cruel andsadistic as a point of pride. Zealously they eradicate allthat is not sahuagin. The typically sahuagin is coveredwith scars inflicted from dangers survived and battlesfought. Every thought, word, and action is that of apredator. They live by the law of sharks and other mon-sters of the deep, to eat or be eaten, to kill or be killed,

and to do what is necessary to survive. Into such a socie-ty is occasionally born a being that in any other placewould be the worst of criminals but here is considered ahero, the sahuagin paragon. The paragon is considered"shark blest" and is known as cruel and calculating andvicious. Strong and deadly the sahuagin paragon is oneof the deadliest creatures in the sea.

Adventures: The sahuagin paragon adventures tochallenge himself, to prove himself more terrible thanany challenger. Often the leader of sahuagin raidingparties, he frequently finds himself in dangerous situa-tions, and love each and everyone. Should there be achallenge out there that kills him, he thinks, then he isnot worthy of being who he is. Thus each victory rein-forces his view of himself, and each defeat that does notkill him only makes him stronger. It is rare that asahuagin paragon will find himself in the company ofother races; more often he leads adventurers of his ownkind, usually young males.

Characteristics: The paragon, like his entire race,prides himself on self-sufficiency and cruelty. His dedi-cation to the extermination of aquatic elves borders onreligious zeal, and is closely followed by the desire towipe out all that is not sahuagin. He is intimidating andbold, willing to take risks that others of his kind shyaway from and to impose his will against the majority.He thinks shark thoughts, simple and direct and deadly.

Alignment: For a society as cruel as the sahuagin tosurvive they must enforce extreme discipline. Thus thesahuagin paragon is almost always lawful, and is fre-quently even the instrument of enforcement of that law.Rare cases do exist of sahuagin paragons so driven tohunt and kill that they abandon their societies to wagelone crusades against their enemies, or of criminals whochafe under sea devil discipline. These rare examples areusually chaotic. Evil is, of course, the defining charac-teristic of the species, and neutral or good paragons areeven more rare than neutral or good sahuagin.

Religion: The sahuagin as a whole worship a greatdevil shark who is said to dwell in a deep dark sea, mostlikely another plane, accessible through the deep blackwaters of the sea. He consumes all of the weak and the

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Codex Paragons: Sun & Sea Dwellers

dead and the more normal variety of shark, especiallydire sharks and great whites are his avatars. Occasionallysahuagin paragons will also worship other monstrous evilsea deities, or at least acknowledge their strength, butmost of fiercely devout to the shark god.

Background: The sahuagin paragon began his life asall others of his kind. Typically raised in a seaweednursery with a cr�che of similarly aged peers the sahua-gin paragon distinguished himself early by being cruelerand more daring than his mates. As he grew he wasallowed to join raids much earlier than others andfought many would be rivals to the death. His survivalof these trials set him apart from his kin. His ambitionswere encouraged, and his cruelty praised. He often gotthe best of spoils and the largest portions of food,making him all the bolder in the future. Sometimes histalents will elevate him to a position of authority, andmany of the kings of the sea devils are sahuaginparagons.

Races: If it is not sahuagin it is food. Few monstrousraces display a degree of strength that allows for thesahuagin to give them grudging respect, but even thenthe sahuagin paragon is just waiting for a sign of weak-ness. All other beings are hated, and killed wheneverpossible, but most especially the aquatic elf.

Other Classes: Sahuagin paragons have the most incommon with fighters and rangers, while the barbarian'schaotic outlook make them unwelcome additions to hisdisciplined raiding style forays. Sneaky classes have theiruses in ambushes. Spellcasters, regardless of kind, aremistrusted and feared.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNSahuagin paragons have the following game statistics. Abilities: As a front line fighter, Strength andConstitution are the primary abilities of the sahuaginparagon. Those who wish to take the best advantage oftheir skill selection will also have good Wisdom andCharisma scores, with an at least average Intelligence.Dexterity does factor into some skills, but its impor-tance largely depends on the paragon's fighting style.

Alignment: Any, usually lawful evil. Hit Die: d8.

CCllaassss SSkkiillllssThe sahuagin paragon's class skills (and the key abilityfor each skill) are Handle Animal (Cha), Intimidate(Cha), Hide (Dex), Knowledge (nature) (Int), Knowledge(geography) (Int), Listen (Wis), Profession (Wis), Ride(Dex), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

CCllaassss FFeeaattuurreessAll of the following are class features of the sahuaginparagon.

Weapon and Armor Proficiency: Sahuagin paragonsare proficient with daggers, darts, heavy crossbows,javelins, nets, spears and tridents.

Blood Frenzy (Ex): At 1st level, a sahuagin paragonis able to enter a blood frenzy three times a day.

Burst from the Water (Ex): At 2nd level, a sahuaginparagon can make a swim check to burst from the water,leaping into the air. To do this the sahuagin paragonmakes a Swim check modified by his swim speed (as perthe jump rules); the result is the height the sahuaginparagon can leap out of the water. This is sometimesused to board boats quickly.

Shark Expertise (Ex): At 2nd level, a sahuaginparagon may add his class level to his Handle Animalchecks to befriend and train sharks.

15

Codex Paragons: Sun & Sea Dwellers

Table 7:TheSahuaginParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +1 +2 +2 +0 Blood Frenzy (3/day)

2nd +2 +2 +2 +0Burst from the Water,Shark Expertise

3rd +3 +3 +3 +1 Ability Boost (Str +2)

Ability Boost (Ex): At 3rd level, the sahuaginparagon's Strength score increases by 2 points.

Malenti SahuaginParagonSahuagin are cruel but disciplined folk, and it is onlythat discipline that allows the rare malenti to survive. Amutant strain that shows up when a community is with-in 100 miles of an aquatic elf community, the malenti issahuagin but look like an aquatic elf. Seen as bothblessing and curse, the malenti suffer for their appear-ance and must prove themselves useful to the group ordie for it. The malenti paragon embraces their role inthe community, winning their place through their skillin deception and their prowess in hunting the hatedenemy.

Adventures: The malenti paragon adventures for tworeasons. The first is an internal drive to prove herselfthat is a mixture of self hatred and hatred of theaquatic elves. The second is an external pressure toprove herself useful. Either she adventures and showsherself to be actively seeking the end of the aquaticelves or she might become target practice for otherhunters. Some malenti paragons find this situationintolerable and use their abilities to escape the confinesof her society and adventure underwater and on theshore for riches and power of her own. Those who do sotypically pretend to be aquatic elves for the rest oftheir lives.

Characteristics: The malenti paragon is more charis-matic and more cunning than most sahuagin; she isthoughtful, silent, and unobtrusive whenever possible,and when she does attract attention she uses her socialskills to the best of her ability, employing them notonly to infiltrate her enemies, but also to win alliesamong her own kind. Sometimes malenti paragonsattempt to prove themselves by taking on the cruelnature of the rest of the sahuagin and can becomegreatly skilled at it. Lack of a natural weapon more

often means that this cruelty is shown in words andconniving than in actual combat. Above all else themalenti paragon is a survivor.

Alignment: Following the Lawful codes of thesahuagin helps the malenti paragon to survive in thatsociety. Like most of her kind she is almost always evil.Rarely malenti paragons develop sympathy with thosethat share their form, especially coming to empathizewith those they infiltrate who show them a level ofkindness unknown in sahuagin society. Typically themalenti paragon sees this as weakness but a few, a verysmall few, "go native" and gradually shift their align-ment closer to the Chaotic Good side. These malentiparagon never rejoin the sahuagin and do their best tolive as aquatic elves for the rest of their life.

Religion: All sahuagin fear and respect the devilshark god, but malenti often are attracted to the wor-ship of octopus gods who emphasize deception and eva-sion. Occasionally other evil sea deities are worshiped.

Background: The malenti paragon had a difficultlife. Born in the image of the hated enemy they werethe subject of abuse and the object of torment most oftheir lives. Those who gave in to their tormenters even-tually die at the hands of other sahuagin. While one inevery hundred sahuagin may be born Malenti few surviveto adulthood. The ones who were manipulative or cruelenough to do so will become malenti paragons. Fromthere they are trained to infiltrate their enemies, toblend in, and to strike or bring back information asdirected.

Races: Like other sahuagin, malenti paragons hateaquatic elves, but their hatred is often double that oftheir kin if such a thing is even possible. They havenothing but contempt for those who share their formand see them as the worst of abominations. This hatredhas to be banked and controlled, however, or it will ruintheir purpose in life. Other races are nothing more thanprey, barely even registering to the malenti as importantor even sentient.

Other Classes: The malenti paragon thrives ondeception, making rogues, assassin, and other deceptiveor stealthy classes are their best allies. They value the

16

Codex Paragons: Sun & Sea Dwellers

fighting classes, but prefer to keep them as far away aspossible. Magical classes are distrusted in general.

GGAAMMEE RRUULLEE IINNFFOORRMMAATTIIOONNMalenti paragons have the following game statistics. Abilities: Charisma is of utmost importance for themalenti paragon, as they survive on the ability todeceive others. Dexterity is the next most importanttrait, used for hiding and moving silently, while a goodIntelligence helps them make the most of their skillselection. While not primarily combatants, a goodConstitution helps the malenti paragon survive. Wisdomshould be at least a little better than average, for anunperceptive malenti paragon is like a dead one.Strength, however, is the least important choice. If aMalenti has to fight she has already failed.Alignment: Any, usually lawful evil.

Hit Die: d6.

CCllaassss SSkkiillllssThe malenti paragon's class skills (and the key abilityfor each skill) are Bluff (Cha), Craft (Int), Diplomacy(Cha), Disguise (Cha), Handle Animal (Cha), Intimidate(Cha), Hide (Dex), Knowledge (nature) (Int), Listen(Wis), Move Silently (Dex), Ride (Dex), Spot (Wis),Survival (Wis) and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

CCllaassss FFeeaattuurreessAll of the following are class features of the malentiparagon.

Weapon and Armor Proficiency: Malenti paragonsare proficient with all simple weapons and light armors.

Resist Drying (Ex): At 1st level, a malenti paragonmay stay out of water for 2 hours per point ofConstitution.

Disguise Expertise (Ex): At 2nd level, a malentiparagon may add twice his class level to any Disguisecheck used to pass as an aquatic elf.

Distant Call (Ex): Startin at 2nd level, a malentiparagon can communicate telepathically with sharks upto a distance of 450 ft away.

Ability Boost (Ex): At 3rd level, the malentiparagon's Charisma score increases by 2 points.

17

Codex Paragons: Sun & Sea Dwellers

Table 8:TheMalentiParagon

ClassLevel

BaseAttackBonus

FortSave

Ref Save

WillSave

Special

1st +0 +0 +2 +2 Resist Drying

2nd +1 +0 +2 +2Disguise Expertise,Distant Call

3rd +2 +1 +3 +3 Ability Boost (Cha +2)

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OOPPEENN GGAAMMEE LLIICCEENNSSEE VVeerrssiioonn 11..00aaThe following text is the property of Wizards of the Coast, Inc.and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").All Rights Reserved.1. Definitions: (a)"Contributors" means the copyright and/ortrademark owners who have contributed Open Game Content;(b)"Derivative Material" means copyrighted material includingderivative works and translations (including into other comput-er languages), potation, modification, correction, addition,extension, upgrade, improvement, compilation, abridgment orother form in which an existing work may be recast, transformedor adapted; (c) "Distribute" means to reproduce, license, rent,lease, sell, broadcast, publicly display, transmit or otherwise dis-tribute; (d)"Open Game Content" means the game mechanic andincludes the methods, procedures, processes and routines to theextent such content does not embody the Product Identity andis an enhancement over the prior art and any additional contentclearly identified as Open Game Content by the Contributor,and means any work covered by this License, including transla-tions and derivative works under copyright law, but specificallyexcludes Product Identity. (e) "Product Identity" means productand product line names, logos and identifying marks includingtrade dress; artifacts; creatures characters; stories, storylines,plots, thematic elements, dialogue, incidents, language, artwork,symbols, designs, depictions, likenesses, formats, poses, concepts,themes and graphic, photographic and other visual or audio rep-resentations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenesses and spe-cial abilities; places, locations, environments, creatures, equip-ment, magical or supernatural abilities or effects, logos, symbols,or graphic designs; and any other trademark or registered trade-

mark clearly identified as Product identity by the owner of theProduct Identity, and which specifically excludes the OpenGame Content; (f) "Trademark" means the logos, names, mark,sign, motto, designs that are used by a Contributor to identifyitself or its products or the associated products contributed tothe Open Game License by the Contributor (g) "Use", "Used" or"Using" means to use, Distribute, copy, edit, format, modify,translate and otherwise create Derivative Material of OpenGame Content. (h) "You" or "Your" means the licensee in termsof this agreement.2. The License: This License applies to any Open Game Contentthat contains a notice indicating that the Open Game Contentmay only be Used under and in terms of this License. You mustaffix such a notice to any Open Game Content that you Use. Noterms may be added to or subtracted from this License exceptas described by the License itself. No other terms or conditionsmay be applied to any Open Game Content distributed usingthis License.3. Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to usethis License, the Contributors grant You a perpetual, world-wide, royalty-free, non-exclusive license with the exact terms ofthis License to Use, the Open Game Content.5. Representation of Authority to Contribute: If You are con-tributing original material as Open Game Content, You repre-sent that Your Contributions are Your original creation and/orYou have sufficient rights to grant the rights conveyed by thisLicense.6. Notice of License Copyright: You must update the COPY-RIGHT NOTICE portion of this License to include the exacttext of the COPYRIGHT NOTICE of any Open Game ContentYou are copying, modifying or distributing, and You must addthe title, the copyright date, and the copyright holder's name tothe COPYRIGHT NOTICE of any original Open GameContent you Distribute.7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, except asexpressly licensed in another, independent Agreement with theowner of each element of that Product Identity. You agree notto indicate compatibility or co-adaptability with anyTrademark or Registered Trademark in conjunction with a workcontaining Open Game Content except as expressly licensed inanother, independent Agreement with the owner of suchTrademark or Registered Trademark. The use of any ProductIdentity in Open Game Content does not constitute a challengeto the ownership of that Product Identity. The owner of anyProduct Identity used in Open Game Content shall retain allrights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content Youmust clearly indicate which portions of the work that you aredistributing are Open Game Content.9. Updating the License: Wizards or its designated Agents maypublish updated versions of this License. You may use anyauthorized version of this License to copy, modify and distrib-ute any Open Game Content originally distributed under anyversion of this License.10. Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content YouDistribute.11. Use of Contributor Credits: You may not market or advertisethe Open Game Content using the name of any Contributorunless You have written permission from the Contributor to doso.12. Inability to Comply: If it is impossible for You to complywith any of the terms of this License with respect to some or allof the Open Game Content due to statute, judicial order, or gov-ernmental regulation then You may not Use any Open GameMaterial so affected.

13. Termination: This License will terminate automatically ifYou fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. All sub-licenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.15. COPYRIGHT NOTICEOOppeenn GGaammee LLiicceennssee vv 11..00aa Copyright 2000, Wizards of

the Coast, Inc.SSyysstteemm RReeffeerreennccee DDooccuummeenntt Copyright 2000-2003, Wizards of

the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

MMooddeerrnn SSyysstteemm RReeffeerreennccee DDooccuummeenntt Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

SSwwoorrddss ooff OOuurr FFaatthheerrss Copyright 2003, The Game Mechanics.MMuuttaannttss && MMaasstteerrmmiinnddss Copyright 2002, Green Ronin

Publishing.UUnneeaarrtthheedd AArrccaannaa Copyright 2004, Wizards of the Coast, Inc.;

Andy Collins, Jesse Decker, David Noonan, Rich Redman.OOppeenn ggaammee ccoonntteenntt ffrroomm tthhee SSllaayyeerr''ss GGuuiiddee ttoo SSaahhuuaaggiinn

Copyright 2002, Mongoose PublishingCCooddeexx PPaarraaggoonnss:: SSuunn && SSeeaa DDwweelllleerrss Copyright 2007

Highmoon Media Productions; Authors Scott Carter, Mark Gedak, Daniel M. Perez. www.highmoonmedia.com.

18

Codex Paragons: Sun & Sea Dwellers

CREDITS

Author: Scott G. Carter, Mark GedakDeveloper & Additional Material: DanielM. PerezLayout: Daniel M. Perez

© 2007 Highmoon Media Productions