Paradigm Devil (Apath)
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Paradigm devils are gentleman-thieves.
Contents
Background
Paradigm devils are sophisticated gentleman-thieves. The name of the class is an example of the often caustic wit members employ; while proponents of liberty, they find the moniker "devil" useful as a deception to demoralize targets, especially those who have obligations to genuine devils. Paradigm is simply the name of their city of origin; devils from other cities might use their own city's name.
Paradigm devils form a loose brotherhood, identifying themselves with secret signs and handshakes. This in not an organization as such, more of a network of connections and a social club. Many members love to socialize and tell tall tales of their exploits, true or false. These tales, with slight changes of name and location, are among the most popular tales recounted in taverns the world over. Paradigm devils who keep their deeds secret will never gain the esteem of their peers.
The thefts of Paradigm devils are supposed to be motivated by an interest in art, politics, science, and culture. Promoting the common good by discrediting the rich and pompous, Paradigm devils steal prized treasures and secrets only to put them on public display, shaming the former owner. This is the ideal—it is inevitable that members of such a loose brotherhood have their own motivations, some less honorable than others.
Paradigm Devils of Porphyra
When the kobold wizard Kurabn created Azag-Ithiel, she gained the love and reverence of the new nation, but some became more devoted than others. Originally a circle of admirers and students, what became the Paradigm devils started an informal alliance of independent heroes, became a group of conservative nostalgics, and finally a group of socialite thieves working to humble citizens they feel are too rich or too haughty for the common good—some Paradigm devils use the common good as an excuse for their larceny. The name is rumored to come from an incident when a kobold thief was mistaken for a devil and was able to escape in the confusion, making a very good story.
Paradigm devils are most common in the Newlands of Azag-Ithiel, but have spread out, primarily to the neighboring Clockwork Lands. Many are globetrotters and individual Paradigm devils can be found anywhere. Some even establish enclaves elsewhere, training successor and sometimes naming themselves for a local metropolis. The Bossol devils of Blix and Barbledrum devils of Tuthon are particularly famous.
Class Information
This is a prestige archetype built on the Pathfinder Delver and Westcrown devil prestige class from Pathfinder Roleplaying Game Adventurer’s Guide with elements of the investigator, magus, rogue, and vigilante.
Alignment: Any. All Paradigm devils are free-thinkers and despise conformism, but some take this to greater extremes than others. Members range from socialites to social advocates, political activists, anarchists, terrorists, and simple thieves. Some join adventuring guilds or gain tenure with a university.
Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Paradigm devil’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.
Class Features
The following are all the class features of the Paradigm devil.
Weapon and Armor Proficiency
An Paradigm devil is proficient with simple weapons, plus the hand crossbow, long sword, rapier, sap, shortbow, short sword, and sword cane. She is also proficient with light armor, but not with any shields.
Career Choice
At 1st level, a Paradigm devil chooses a career for her illicit activities, picking one of the options below.
- Arcanism: The Paradigm devil learns, prepares, and casts arcane spells as a magus. This includes the effects of Intelligence on spellcasting, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. Her spells per day are given on Table: Paradigm Devil.
- Munitions: The devil gains the alchemist's bomb and throw anything class features. She also gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to her class level and can identify potions, as the alchemist's alchemy ability. The munitions devil cannot use alchemy to create extracts or mutagens. A munitions devil is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Paradigm Devil.
- Elixirs: The Paradigm devil gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to their class level, can identify potions, and can create and use elixirs in the same manner an alchemist does. This the same as the alchemist's alchemy ability. Alchemy includes bonus extracts for high Intelligence, having a formula book and gaining formulas at level 1 and when advancing in level. The Paradigm devil cannot create bombs or mutagens. Her extracts per day are the same as the spells per day given on Table: Paradigm Devil except that there are no level zero alchemist spells, ignore the level zero spells column of Table: Paradigm Devil. She can select a discovery as an exemplar's gift.
- Occultism: The Paradigm devil learns and casts psychic spells as an occultist. This includes the effects of Intelligence on spellcasting and implement schools. Occultist Paradigm devils do not gain any mental focus or focus powers from their implements. At 1st level, a Paradigm devil learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the Paradigm devil learns to use one additional implement school, to a maximum of seven schools at 18th level. Her spells per day are given on Table: Paradigm Devil. At level 5 an occult Paradigm devil gains the occultist's object reading class feature.
- Skulduggery: The Paradigm devil gains certain rogue class features as she advances in level: sneak attack at level 1, uncanny dodge at level 4, evasion at level 7, improved uncanny dodge at level 10, and improved evasion (as the advanced rogue talent) at level 13. She uses these abilities as a rogue of her paragon devil level, including increasing sneak attack damage. A skullduggery devil is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Paradigm Devil.
Delver (Ex)
The Paradigm devil is an expert at researching, finding, and stealing well-guarded treasures. She can add her inspiration die to Disable Device checks, Knowledge checks, and to Perception checks to spot traps without expending a use of inspiration. She can use Disable Device to disable magical traps and bypass a trap is she beats the Disable Device DC by 10, like a rogue with Trapfinding. She is never flat-footed against attacks by traps. Finally, she counts as having the rogue's trapfinding ability, but only for prerequisites.
Dual Identity (Ex)
A Paradigm devil hides her true identity, allowing her to move about social circles and nobility without carrying the stigma of her larceny. In effect, the devil has two identities: one is a polite member of society while the other is a skilled and cunning theif. Until she gains the seamless guise ability at level 7, the Paradigm devil tends to stay in the background to avoid drawing attention to her social identity.
To keep up this charade, the devil usually has two names: her true name, used in polite company, and her devil name, used to strike fear in the hearts of those who oppose her. Knowledge checks about one do not reveal information about the other, unless the devil’s true identity revealed to the world at large.
The devil can start each day in either of her identities, referred to simply as social or devil. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the devil’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering her hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the devil to be in her social identity, but a devil who uses devil talents in her social identity risks exposing her secret.
Despite being a single person, a devil’s dual nature allows her to have two alignments, one for each of her identities. When in an identity, she is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, she is only eligible if both of her alignments meet the requirements.
A devil’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a devil with a lawful neutral social identity could have a devil identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a devil is the target of an effect that would change her alignment, it changes both of her alignments to the new alignment.
Any attempts to scry or otherwise locate the devil work only if the devil is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
This the same as the vigilante ability of the same name.
Founders’ Inspiration (Su)
An Paradigm devil has the ability to follow exemplars to augment skill checks and ability checks. The Paragon devil has an inspiration pool equal to 1/2 her Paragon devil level + her Intelligence modifier (minimum 1). An Paragon devil’s inspiration pool refreshes each day, typically after she gets a restful night’s sleep. As a free action, she can expend one use of inspiration from her pool to add 1d6 to the result of that check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An Paragon devil can only use inspiration once per check or roll. Founder's inspiration is also used to power many exemplar gifts (see below).
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the devil’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
This is a variant of the investigator's brilliant inspiration class feature and works with anything that works with brilliant inspiration
Exemplar Inspirations
At 2nd level, and every 2 levels thereafter, the paragon devil learns to call upon powers inspired by specific founders.
- Arcana: Kurabn is the exemplar of arcane magic. A Paradigm devil that chooses arkanism as her career choice can select this inspiration to learn a magus arcana, counting devil levels as magus levels and inspiration pool as arcane pool when learning and using these arcana. Talents that relate to magus class features the devil does not have cannot be selected. This inspiration can be selected multiple times, choosing a new arcana each time.
- Architecture (Ex): Megrodim is the exemplar of architecture. His gift allows the use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed and regardless of cover or concealment. The paradigm devil must be level 14 to chose this gift.
- Authority (Sp): The Paradigm devil draws inspiration from the towering edifice known as the martyrdome (or a similar landmark in another city) to invoke authority. The Paragon devil can expend a point of inspiration to use charm person. A 6th level devil can spend 2 inspiration points to use suggestion, and a 12th level devil can spend 5 inspiration points to use mass suggestion. Using authority is a full-round action and all these effects are language-dependent, mind-affecting, and sonic. The saving throws are Intelligence-based.
- Conceal Thoughts (Su): The syndicate agent who is targeted with detect thoughts or a similar effect can choose what thoughts are actually detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.
- Deal with Guards (Su): Paradigm devils use Dirgvash, the founder of the city guard as an exemplar to understand the methods and mentality of city guardsmen. The Paradigm devil gains a +5 insight bonus on all skill checks opposed by or targeting city guards, a +2 dodge bonus to her AC against attacks from city guards, and a +2 insight bonus on all saving throws against effects created by city guards. Activating this ability is a swift action that costs one point of inspiration and lasts for one hour.
- Dirty Strike (Ex): The devil can use inspiration on a combat maneuver check without expending points from her inspiration pool.
- Discovery: Dhola, the exemplar of alchemy invited the system of alchemy still taught in the city's universities. A Paradigm devil that choose elixirs or munitions as her career choice can select this inspiration to learn an alchemist discovery, counting devil levels as alchemist levels when learning and using these discoveries. Discoveries that relate to alchemist class features the devil does not have cannot be selected. This inspiration can be selected multiple times, choosing a new discovery each time.
- Engineering (Ex): Egliana was the chief architect in the building of the city of Paradigm. The Paradigm devil can leverage her knowledge of engineering to solve tasks that normally require brute strength or keen eyes. She can expend one inspiration point as a full-round action to study an adjacent object or 5 ft. square and attempt a Knowledge (engineering) check. On her next turn, she can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area.
- Evade Pursuit (Su): Kutiesh, the exemplar of navigation, guides the Paradigm devil in avoiding pursuit. The Paradigm devil can spend 1 inspiration point as a swift action to gain a +10-foot enhancement bonus to her base speed and a +4 insight bonus on Acrobatics and Stealth checks for 1 minute. Whenever the Paradigm devil spends inspiration to improve a skill check as part of a chase or pursuit, she adds 2d6 to her check instead of 1d6.
- Extra Inspiration (Ex): The devil may care attitude of Etrion are almost certainly just stories, but they give examples of pluck and luck. Increase your inspiration pool by 2 points. You can pick this secret multiple times. The benefits stack.
- Focus Power: Oolong is the occult exemplar. A Paradigm devil that choose occultism for her career choice can select this inspiration to gain one focus power of an implement whose implement school she knows. She can chose a base focus power. She treats Paradigm devil levels as occultist levels and founder's inspiration as mental focus when using this implement power, but does not need to invest points of founder inspiration in the implement. To use an implement power she expends points from her founder's inspiration pool when in contact with the implement. This inspiration can be selected multiple times, choosing a new focus power each time.
- Glass Wall (Su): The glass-maker exemplar allows the Paradigm devil to see through a wall she touches as if it were glass. As a full- round action that costs 1 inspiration point, the Paradigm devil can see the internal workings of a lock, trap, or similar device that she touches. She gains a +4 bonus on Disable Device checks to disable this device. At 4th level, she can use glass wall to see through a section of any door or wall she is adjacent to and touches, as though a section of that wall or door no larger than 5 square feet were transparent. This effect works only on walls or doors that are no thicker than 1 inch per class level and has a hardness no higher than the devil's class level. Glass wall lasts 1 round per class level.
- Guardbreaker (Ex): The exemplar of tomb-robbing, Inznagod, teaches familiarity with the strange guardians often left in tombs and vaults allows her to attack them more effectively. She may treat her trap sense bonus as if it were the ranger's favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any other favored enemy bonuses she might have against these creature types.
- Hands-on Research (Ex): When a syndicate agent fails a Knowledge or Linguistics check, he can try again as a standard action as often as he likes. He can only use hands-on research in relation to issues immediately at hand, such as deciphering text he can read right now or remembering specific knowledge about a creature he can presently see.
- Hold Trap (Ex): Iznagod's other secret is to hold a trap down. When a trap within 10 ft. of the paradigm devil activates, he may immediately attempt a Disable Device check against the disarm difficulty as an immediate action. If this check is successful, he holds the trap down; as long as he ends each turn within 10 ft. of the trap, it will not trigger until the end of his next turn. If the trap is disabled or destroyed before it triggers, it will never activate.
- Hands-on Research (Ex): When the Paradigm devil fails a Knowledge or Linguistics check, she can try again as a standard action as often as she likes. She can only use hands-on research in relation to issues immediately at hand, such as deciphering text you can read right now or remembering specific knowledge about a creature you can presently see.
- Healing (Sp): Zildolk, the exemplar of medicine grants access to powerful healing. A Paradigm devil can spend 1 inspiration point to use cure light wounds except that it heals 1d6 points of damage per two class levels. At 4th level she can expend one point of inspiration to cast lesser restoration. At 8th level she can spend 3 inspiration points in a 1-minute ritual to use break enchantment or restoration. If these spells would require material components, so does this ability. Divine foci are not needed.
- Hidden Stash (Ex/Sp): Herion the Bare was a master pickpocket specializing in charming her way into the victim's confidence. The Paradigm devil gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, by expending one point of inspiration pool, she can hide the magical properties of one item as per magic aura, with a caster level equal to her class level.
- Insight: Sindri is the exemplar of human insight. Her gift makes the paradigm devil hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw. If the spell level is unknown, use half the creature's HD as spell level. The paradigm devil muse be at leadt level 16 to select this gift.
- Longsword Fencing (Ex): Many Paradigm devils have a special place in their hearts for Tulia, the exemplar of risk and glory. These devils train with Tulia's weapon—the longsword—eschewing strength for finesse. The Paradigm devil can use Weapon Finesse with a longsword sized for her when she wields it one-handed, even though it is not a light weapon. When using inspiration on an attack rolls with a longsword, the devil expends one use of inspiration instead of two.
- Outsmart Traps (Ex): When successfully disabling a trap, you can opt to bypass it (with your party) and leave it in place, as if you beat its DC by 10.
- Resourceful Disabler (Ex): Laleh is a recent exemplar teaching Paragon devils to make use of what’s at hand. The devil can use the Disable Device skill without tools at no penalty. She can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. She can always take 10 on Disable Device and Stealth checks, even if distracted or endangered, and she can use Disable Device to disarm magical traps.
- Rogue Talent: Renvor is the exemplar of larceny among the Paradigm devils. A Paradigm devil that choose skullduggery for her career choice can select this inspiration to learn a rogue talent, counting Paradigm devil levels as rogue levels when learning and using these talents. At 10th level, she select an advanced talent instead or a normal rogue talent. She must fulfill all prerequisites, and talents that improve rogue class features the devil doesn't have cannot be selected. This inspiration can be selected multiple times, choosing a new rogue talent each time.
- Quick Appraise (Ex): Another kobold, Vadror, is the excemplar of antiquities. He teaches how to appraise an item as a move action and determine the most valuable item visible in a 60 ft. radius as a standard action.
- Social Talent: Salath is the exemplar of social grace. A Paradigm devil can select this inspiration to learn a vigilante social talent, counting Paradigm devil levels as vigilante levels when learning and using these talents. Talents that improve vigilante class features the devil doesn't have cannot be selected. This inspiration can be selected multiple times, choosing a new vigilante social talent each time.
- Strike (Ex): When using inspiration on an attack roll or saving throw, the devil expends one use of inspiration instead of two.
- Surefooted (Ex): Sweeny Todd, the kid rogue, is the exemplar of the surefooted caper. The Paradigm devil can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at her normal speed. Ground that has been magically manipulated to impede motion still affects her normally.
- Telling Shot (Ex): Stalha was a kobold and unusually unruly for a Paradigm devil, she has be come the very unofficial exemplar of feisty fighters. Select one type of crossbow or firearm. When attacking with this weapon, you can add your Dexterity bonus to damage.
- Thrilling Escape (Ex): Jockser is another late exemplar. She teaches the paragon devil to delay a trap immediately after it is triggered. To use this ability, she makes a Disable Device check as an immediate action against the trap's Disable Device DC; if she’s successful, the trap's activation is delayed until the end of the devil’s next turn, and it can be delayed again by another successful use of this ability. The devil must be in or adjacent to the trap's trigger or the area the trap affects.
- Trap Ambush (Ex): Tagar pioneered the method of catching guards in their own traps. The Paradigm devil can rig a trap she has either crafted or bypassed by exceeding its Disable Device DC by 10. A trap so rigged can be triggered by the devil as an immediate action as long as she is within 30 ft. of the trap. If the trap inflicts a condition measured in rounds, increase the duration of that condition by one round per three Paradigm devil levels.
- Unconventional Inspiration: Jak is another unconventional exemplar. Judging by her legend, she was good at exactly everything at some point of her career. Pick any one skill. You can add your inspiration die to checks attempted with that skill without expending a use of inspiration pool. You can pick this secret multiple times. The benefit does not stack. Each time, select a different skill.
- Underwater Exploration (Sp): Bisatra, the exemplar of deep water exploration allows for safe navigation of underwater regions. The devil can cast know direction at will as long as she is in contact with a body of water. At 8th level, the Paradigm devil can spend 1 inspiration point as an immediate action to grant a touched target the benefits of water breathing for 24 hours.
- Vigilant Combatant (Ex): Sodina, exemplar of speed, teaches the devil to add her trap sense bonus to initiative checks.
- Wood Mastery (Sp): Charno, the exemplar of woodcraft imparts mastery over such creations. The paragon devil can use mending at will, but only to repair wooden objects. At 5th level, as a standard action, the devil can spend 1 inspiration point to use warp wood or meld into wood (as meld into stone, except it works on wood of any size or dimensions). If the Paradigm devil is 13th level or higher, she can use this ability to passwall through wooden barriers or statue to assume the form of a statue made of wood (hardness 5).
Finesse Training (Ex)
At 2nd level, a Paragon devil gains Weapon Finesse as a bonus feat. In addition, starting at 5th level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers, or the longsword with the longsword fencing gift). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the Paragon devil from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The Paragon devil can select a second weapon at 11th level and a third at 19th level. This is the same as the unchained rogue ability of the same name, only gained at different levels.
Keen Recollection
At 3rd level, a Paradigm devil can attempt all Knowledge skill checks untrained. This is the same as the investigator ability of the same name.
Trap Sense (Ex)
At 3rd level, a Paradigm devil gains an intuitive sense that alerts her to danger from traps, granting her a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). This is the same as the investigator ability of the same name.
Seamless Guise (Ex)
At 7th level, the Paradigm devil knows how to behave in a way that appears perfectly proper and normal for her current identity. Should anyone suspect her of being anything other than what she appears to be while either in her social or devil identity, she can attempt a Disguise check with a +20 circumstance bonus to appear as her current identity, and not as his other identity. This the same as the vigilante ability of the same name.
Devil’s Edge (Ex)
At 9th level, a Paradigm devil has mastered a single skill and can gain an inspiration die with that skill without expending points from her inspiration pool. At 13th and 17th levels, she chooses an additional skill.
True Inspiration (Ex)
At 20th level, a paragon devil can use inspiration on all skill checks—even ones she isn’t trained in—and all ability checks without spending inspiration.
In addition, whenever she expends inspiration on an ability check, attack roll, saving throw, or skill check, she adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, she rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, she rolls two sets of inspiration dice and uses the higher of the two results.
Table: Paradigm Devil
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | ||||||
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +2 | +0 | +2 | Career choice, delver, dual identity, founder's inspiration | 3 | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Exemplar inspiration, weapon finesse | 4 | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Keen recollection, trap sense +1 | 4 | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Exemplar inspiration, trap dodge, | 4 | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Finesse training | 4 | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Exemplar inspiration, trap sense +2 | 5 | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Seamless guise | 5 | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Exemplar inspiration | 5 | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Devil's edge, trap sense +3 | 5 | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Exemplar inspiration | 5 | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Finesse training | 5 | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Exemplar inspiration, trap sense +4 | 5 | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Devil's edge | 5 | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Exemplar inspiration | 5 | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Trap sense +5 | 5 | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Exemplar inspiration | 5 | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Devil's edge | 5 | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Exemplar inspiration, trap sense +6 | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Finesse training | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Exemplar inspiration, true favor | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Dwarf: Gain a +1/2 bonus on Perception checks when underground.
- Elf: Increase the total number of points in the inspiration pool by 1/3.
- Gnome: Add +1/2 on all Use Magic Device checks.
- Half-Elf: Gain a +1/5 bonus on all inspiration rolls.
- Half-Orc: Gain a +1/2 bonus on critical hit confirmation rolls made with a longsword (maximum bonus of +5). When the bonus reaches +5, the Paradigm devil can continue to spend points, gaining a bonus on confirmation rolls with all melee weapons used with Weapon Finesse. This bonus does not stack with those gained through Critical Focus and similar effects.
- Halfling : Add +1/4 on all Perception checks.
- Human: Gain 1/6 additional exemplar gift.
- Aasimar: Add 3 ft. to the range of the aasimar's darkvision. Always round this down to the nearest increment of 5 ft.
- Android: Gain a +1/4 bonus on a Craft, Knowledge or Linguistics checks.
- Anpur: Gain a +1/4 bonus on Perception checks and trap sense bonuses when it a graveyard, temple, or tomb.
- Avodim: Add +1/2 to damage dealt to creatures with the outsider type.
- Catfolk: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
- Dhamphir: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
- Dragonblood: Gain blindsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
- Drow: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
- Erkunae: Gain a +1/4 bonus on Perception and Disable Device checks against magical traps.
- Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
- Goblin: Add a +1/2 bonus on damage rolls made before the target has acted in combat.
- Grippli: Add a +1/2 bonus on Stealth checks and Perception checks made in marsh, shallow bog, and deep bog terrain.
- Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
- Ifrit: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
- Kitsune: Subtract 1 round from the time it takes to change identities using dual identity. Taking this 10 or more times reduces the time to change as follows. 10-12 times: standard action; 13-16 times: move action; 17-19 times: swift action; 20 times: immediate action.
- Kobold: Add +1/2 to the Paradigm devil’s trap sense bonus to AC.
- Merfolk: Add +1/2 to the Paradigm devil’s Stealth and Swim checks underwater.
- Oread: Gain a +1/2 bonus on trap sense bonuses when underground.
- Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
- Ratfolk: Add a +1/4 bonus on Climb, Disable Device, and Escape Artist checks.
- Samsaran: 1/5 times per day, the Paradigm devil can gain the use of any exemplar's gift she qualifies for for 1 minute. Activating this ability is a full-round action.
- Strix: Add a +1/4 bonus on Disable Device, Escape Artist, and Fly checks.
- Sylph: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
- Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with a longsword (maximum bonus of +5). When the bonus reaches +5, the Paradigm devil can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
- Tiefling: Add 1/2 to the resistances gained from the theifling's fiendish resistance ability.
- Undine: Add +1/2 to the Paradigm devil’s Stealth and Swim checks underwater.
- Vanara: Add a +1/4 bonus on Acrobatics, Climb, and Escape Artist checks.
- Wayang: Add 3 ft. to the range of the wayang's darkvision. Always round this down to the nearest increment of 5 ft.
- Zif: Add +1/2 to the Paradigm devil’s Climb checks. The Paradigm devil can climb absolutely smooth surfaces like a wall of force with a DC of 40.
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