6 years after we introduced Legendary Levels to the NWN Community, Higher Ground is introducing the next step in its evolution: Paragon Levels! Paragon levels encompass levels 61 through 80, and introduce a plethora of new feats, as well as 32 new and extremely powerful Paragon Spells.
Of course, we'll be introducing new areas to challenge players in this level range, beginning with Limbo, and soon to be followed the the campaign-ending, cataclysmic terror of the Elder Evils, along with a whole new tier of extremely rare loot.
Below is a summary of the changes that paragon levels bring. You can find more information on HG on our
webpage, as well as detailed documentation of paragon levels on our
forums.
Hope to see you ingame!
Funky
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Paragon Levels
- Paragon Levels are finally here! They have been documented in full in the journal entry on legendary levels, but we'll cover highlights here.
- Characters gain a total of 2 ability points in each of the 6 ability scores over paragon levels.
- Characters gain a total of 3 skill points each paragon level. Skill level is capped at 63, but skill points taken in a skill over that amount will still count to offset hostile environment penalties.
- Characters gain one point of ab for each 4 paragon levels.
- Characters continue to gain feats every three levels, with the first falling on level 63, 3 levels after the last gained in legendary levels.
- Characters gain +5 to all saves during paragon levels.
- class levels, casterlevels, and bard song levels are completely unaffected by paragon levels unless specifically indicated otherwise. The sole exception to this rule at present is that paragon levels DO count towards increasing damage dice of epic spells and paragon spells.
- New paragon feats include the following:
-- Paragon Ability Check Feats - These feats add a bonus of 4 to all ability checks related to the specified ability score.
-- Paragon Environment Feats - These feats add environmental survival abilities, or reduce hostile environment penalties.
-- Paragon of Polymathy - Requires CC Wizard, grants a casting of a paragon spell of your choice, of any school (except your barred school, if you are a specialist).
-- Paragon Save Feats - An extension of legendary feats, though with different bonuses.
-- Paragon Skills Feats - Can be taken up to three times, adding 30 skill points each time.
-- Paragon Spell Feats
--- Paragon Spell Focus feats require the respective Legendary Focus and add an additional 2 to the chosen school's spell DCs.
--- Paragon Spell Penetration requires Legendary Spell Penetration and adds 2 to the check to beat a creature's SR.
--- Paragon Spell Knowldge feats require knowledge of therespective epic spell, and either Paragon Spell Focus in the school, or wizard specialization in the school. They grant the ability to cast the school's paragon spell, and a second casting of the school's epic spell. Epic spells that already have more than one casting have their castings doubled, and toggleable epic spells with counters have their counters burn at half the normal rate.
-- Paragon of Stability - Grants the character a second roll to avoid knockdown effects.
-- Paragon Toughness Feats - Paragon Toughness 1-10 feats add 100 hit points to the character's total each.
-- Paragon Weapon Focus - Paragon Weapon Focus feats require Legendary Weapon Focus in the specified weapon and add +2 to your AB with that weapon.
-- Paragon Weapon Specialization - Paragon Weapon Specialization feats require Legendary Weapon Specialization in the specified weapon and add +8 to all damage done with that weapon.
-- Paragon Form Focus feats - For shifter forms, continue form scaling and add 2 dc to form abilities.
-- Paragon Form Defense - Adds 3 ac to all shifter forms.
-- Paragon Knockdown and Disarm - These add 2 ab to the check and a small area-of-effect to knockdown and
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Bard Paragon Spells
Paragon Abjuration - Spellguard
- Makes the party immune to disjunction and breach spells for (CL / 4) rounds.
Paragon Conjuration - Lure Phane
- The caster summons a phane, which freezes time for 4 rounds. The party is left out of the timestream, and is free to act. Bosses are frozen for only 2 rounds.
Paragon Divination - Elucidate
- This spell can only be cast on an ally, not the caster, and only when not in combat. It removes the effects of amnesia, and restores half the target's spells. A bard that has this spell but hasn't cast it will ignore a single amnesia effect, but this drains the use of the spell.
Paragon Enchantment - Cacophony
- The effect radius for this spell is Medium by default, but increases to Huge at 40 Str+Dex, and Colossal at 60 Str+Dex (including modifiers).
- Using the token for this ability will toggle the effect; it is available for 1 round per bard level.
- All hostiles in the area of effect take CLd6 per caster level sonic damage per round; this increases to CLd8 at 25 base Cha and CLd12 at 50 base Cha.
Paragon Evocation - Discordant Counterpoint
- All enemies in a gargantuan area of effect are struck with either a Taunt or a Bluff effect, based on the casters !opt tauntbluff setting, at 8 penalty, for (CL / 4) rounds.
Paragon Illusion - Illusory Army
- The bard summons 2d4 illusory minions, which persist for CL rounds.
Paragon Necromancy - Ashes to Ashes
- All enemies in a colossal radius around the caster fall to the ground and forcibly feign death. The party is made effectively ethereal, as by a Greater Sanctuary spell.
Paragon Transmutation - Sonic Conjunction
- All enemies within a huge radius of the caster are struck as by the Amplify spell, with no saving throw.
Cleric Paragon Spells
Paragon Abjuration - Permanency
- Renders the party's weapons, armors, and shields unslaggable and indestructible for (CL / 2) rounds.
Paragon Conjuration - Summon Sphere of Annihilation
- Summons a sphere of annihilation for (CL / 2) rounds.
Paragon Divination - Serendipitous Forethought
- The caster's party is granted a limited ability to see a short time into the future, allowing them to take 20 on all saving throws for (CL / 4) rounds. All enemies in a Huge area of effect have a -12 penalty to saving throws for a turn (does not stack with bard song).
Paragon Enchantment - Divine Fervor
- Casts divine power on the party, with a bonus +1 attack for the caster (totalling +2).
Paragon Evocation - Moonfire
- All creatures in a Gargantuan radius around the target point receive (CL * 3)d6 sacred or vile damage (depending on caster alignment) and are afflicted with a 15% miss chance for (CL / 4) rounds.
- This spell cannot be Evaded, but enemies may make a DC (40 + Wis modifier) Reflex save for half damage.
Paragon Illusion - Time Flies
- The caster alters enemies' perception of time, making their enemies' movements appear incredibly fast. This grants the caster's party 85% conceal and Epic Dodge for (CL / 4) rounds.
Paragon Necromancy - Eradicate
- Instantly kills any one non-boss creature, without a saving throw.
Paragon Transmutation - Tempered Arms
- The caster enchants the party, preventing their blows from healing enemies who would otherwise heal from the party's weapons' damage types. The effect lasts for CL rounds.
Druid Paragon Spells
Paragon Abjuration - Rejuvination Field
- Party members regenerate half of their lost hit points each round for (CL / 4) rounds.
Paragon Conjuration - Call Weaponspren
- Grants entire party a (CL / 5) damage bonus effect for CL rounds. The druid casting the spell gains a 50% bonus, reaching +24 at CL 80.
Paragon Divination - Forest for the Trees
- Non-boss enemies in a Huge area of effect centered on the caster are struck by amnesia if they fail a Will save against DC (40 + Wis modifier).
Paragon Enchantment - Reclamation
- All non-boss enemies in a Huge area of effect centered on the caster lose petrification immunity.
Paragon Evocation - Burn the Veil
- Creates a persistent area of effect which deals CLd4 ectoplasmic damage to all enemies within it.
Paragon Illusion - Eye of Ghaunadaur
- The druid opens a portal to the greatest affront to nature: Ghaunadaur, That Which Lurks, supreme god of abominations. All enemies in a large radius that look into the portal must make a will save of 60 or be disintegrated. Creatures that are immune to disintegration or that make the saving throw cannot be disintegrated, but are instead struck permanently blind and knocked down (ignoring kd immunity) for 3 rounds.
Paragon Necromancy - Stolen Lifeforce
- The druid draws in the life energy around the party, channeling it into them, granting a +2 stacking bonus (to a maximum of +20) to the party's ability scores for CL rounds.
Paragon Transmutation - Kendrick's Foul Conversion
- Polymorphs any non-boss into a chicken for a turn.
Arcane Paragon Spells
Paragon Abjuration - Drawmij's Preclusion
- Instantly banishes all summoned creatures from the area, though boss spawns are immune. Blocks the next summon of a boss as well.
Paragon Conjuration - Mordenkainen's Psionic Cascade
- Creates a chaining damage effect on all enemies in a gargantuan area of effect, dealing (CL * 3)d10 psionic damage.
Paragon Divination - Rary's Exacting Lens
- Non-boss enemies in a gargantuan area of effect are stripped of critical hit immunity. Those losing critical immunity will still be somewhat resistant to critical hits, and will still not be subject to assassin Mortal Strike.
Paragon Enchantment - Otiluke's Refracting Field
- Grants the caster's party protection from damage kickback from enemies, halving the kickback they receive for CL rounds.
Paragon Evocation - Karsus' Avatar
- The caster drains the power of a deity for the duration of the spell. For a turn, all the caster's spells are auto-extended, empowered, and maximized, and have 2 DC added.
Paragon Illusion - Otto's Merciless Nightmare
- All enemies in a Colossal area are trapped in a double-duration maze, with no saving throw.
Paragon Necromancy - Bigby's Astral Grasp
- All enemies in a Colossal radius around the caster must make a Fortitude save against DC (40 + caster modifier) or be slain. For each slain creature, a dead party member will be resurrected with 1,000 temporary hit points per slain enemy, divided by the number of resurrections, capping at 10,000 temporary hit points per party member.
Paragon Transmutation - Tenser's Perfect Mantle
- The caster creates undispellable spell mantles on the party, which absorb up to 100 spell levels before breaking, and grant 10% immunity to magical damage. The mantles last (CL / 2) turns.
Modifié par FunkySwerve, 22 février 2012 - 06:25 .