Ozaani Sacred Paragon Prestige Class

Ozaan, the Holy City. Built upon a dry and arid Shard that has the distinction of being the closest Shard to the Sun in existence, Ozaan is the home of the enigmatic theo-magocracy known as the Pentatra and the powerful kageshin known as the Matriarch; thus it is not surprising that religious fervor is a national trait among the Ozaani. A Shard of dichotomies, human existence upon it can be categorized by a single man-made feature: the imposing walls of Ozaan. Inside these walls teems a massive metropolis, overflowing with most of the human life on the Shard, ruled over by the inscrutable Pentatra. Outside the walls' bluff exterior lies empty expanses of rolling desert interspersed with occasional oases inhabited by tribes of wandering desert nomads.

Despite the inhospitable conditions, the near-immortal entity known as the Matriarch long ago issued an injunction against airborne travel to the city, as she perceived it to be an affront to the gods, and it is still enforced to this day. Those traveling to and from the city must do so by land, traveling a difficult and harrowing pilgrimage from the rim of the Shard to the city, wandering from oasis to oasis. The journey can take many days, and it is easy to become disoriented and wander for hours. This unpopular edict is enforced by the zealous Order of Sacred Paragons, an elite fighting force dedicated to defending the Tabernacle of the Pentatra, Ozaan itself, and the Shard on which both stand no matter the cost, commonly used to enforce the will of the Pentatra. Their combat abilities are fearsome, and their backing by the Pentatra augments this further. Only a Paragon that has fallen from grace is not equipped in a manner both fell and arcane. All Paragons wear ornate Half-Plate armor and bear small round shields affixed with the symbol of the Pentatra both chest and boss, in addition to mighty falchions crafted to an exacting standard. All three items shine as if made of purest gold when worn by a righteous Paragon, but turn black as pitch for all others, including a Paragon that has fallen from grace. All are uniformly enchanted and give a Paragon great advantage upon the battlefield. In all, a Paragon in full regalia is an impressive spectacle.

The Orders primary duty is to protect the Tabernacle of the Pentatra at all costs, and to do this each is prepared to give their life. In addition to guarding the Tabernacle, their secondary duty is to guard the city of Ozaan itself. At least one Paragon is always present at each of the cities gates. Their tertiary duty is to guard the Shard upon which the city stands, and each Paragon takes a turn policing the desert looking for any unsuitable types seeking access to the Holy City. The desert nomads call them the Ull'ondri P'ashaan, which translates roughly to 'the Guardians of Paradise', and includes a deep-seated dread and wonder. The nomads fear them and will do most anything to please them when a Paragon needs to go about the Shard. Finally, the Order has a duty to protect the members of the Pentatra and to observe their orders in any way that does not violate their first three priorities. In this role Paragons escort Pentatra delegations to foreign lands, and sometimes travel singly and in teams through the Shards on missions set forth by the Pentatra. It is also in keeping with this duty that they enforce the Matriarch’s injunction against aerial travel to the city, for which purpose their armor has been enchanted to allow them limited flight with which to interdict violators of the edict.

Sacred Paragons are relatively few, numbering less than 500, and the most senior are well known personages amongst the cities populace. Akar'gi, Oon'dradis, and Persh'aan are perhaps the most famous still active, and of course the Orders long-dead founder Aquar'andar is a national hero, complete with 30-foot statue outside the Orders barracks and training grounds. Retired Paragons live an easy retirement, well pensioned and cared for by a grateful Pentatra.

Prerequisites
Base Attack Bonus +6
Feats: Endurance, Weapon Focus: Falchion, Monkey Grip: Falchion, Shield Proficiency, Heavy Armor Proficiency
Abilities: Str: 13, Con: 13, Wis: 13
Alignment: Lawful Neutral
Requirements: Sworn vows to the Pentatra, strict code of duty.
Skills: Sense Motive: 3 Ranks

Level    Attack    Fortitude    Reflex    Will    Abilities
1    +1    +2    +0    +0    Sacred Armament
2    +2    +3    +0    +0    Falchion Finesse
3    +3    +3    +1    +1    Shield Ward
4    +4    +4    +1    +1    Sacred Protection +1
5    +5    +4    +1    +1    Falchion of Might +1d4
6    +6    +5    +2    +2    Shield Toss
7    +7    +5    +2    +2    Falchion Mastery
8    +8    +6    +2    +2    Shield Disarm
9    +9    +6    +3    +3    Sacred Protection +2
10   +10   +7    +3    +3    Falchion of Might +2d4

Hit Die: D12
Skill Points: Int Bonus + 2 / level
Skill List: Diplomacy, Ride, Intimidate, Sense Motive

Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.

Sacred Paragon fighting style: All of the below abilities named with the Falchion moniker are useable only when fighting with a falchion in the primary hand. All of the below abilities named with the Shield moniker are useable only when fighting with a small steel shield in the off hand.

Other Sacred Paragon abilities: All of the below abilities named with the Sacred moniker are usable only if the Sacred Paragon is of Lawful Neutral alignment and has not violated his duty to the Pentatra. Should either of these two clauses become false the Sacred Paragon's armament will no longer function magically, and the Sacred Paragon will no longer benefit from Sacred Protection. All other abilities are learned behavior and are usable even if the Paragon falls from grace.

Sacred Armament: At 1st level the Sacred Paragon has been inducted to an elite Order funded and backed by the Pentatra, a powerful organization that controls almost all magic in the Shards. The Pentatra equips the Sacred Paragons with powerful magic seldom found elsewhere. The use of this equipment is curtailed by further enchantments limiting its use to loyal Paragons. At 1st level the Paragon is given his basic issue of Plate mail, Shield, and Falchion. As the Paragon advances in level they may be awarded more powerful versions of this equipment or special items for performance above and beyond the call of duty, great heroism, or other such reasons. Additionally, a Paragon may petition to be loaned items temporarily to assist them completing specific special missions. All such awardance of items is entirely under the purview of the DM. If some or all of the Paragons basic armament is destroyed, a replacement will be provided if the Paragon can return to the Tabernacle of the Pentatra to request it. Possession of Paragon Armor, Shields, or Falchion by fallen members of the Order or outsiders is an invitation for persecution by the Pentatra and the Sacred Paragons; furthermore, only the bravest or most foolish of persons would purchase such armor.

The Paragons basic armament is detailed below:

Each of the three items issued to a Paragon are magically keyed to that Paragon and only functions for them so long as they do not violate their vows to the Pentatra. When used by the keyed Paragon the armor, shield, and falchion all shine bright gold so long as the Paragon has not changed alignment or violated their duties in anyway. If the keyed Paragon breaks their vows or if used by a person other than the Paragon it is keyed for, all three of the items turn pitch black. While the item is pitch black, none of its magical abilities or enhancement bonus function and each item imparts 1 temporary negative level upon the user until discarded which are cumulative with any and all other temporary negative levels. These negative levels may not be circumvented in any fashion short of discarding the items. High-level members of the Pentatra know a certain secret arcane command word that deactivates any or all Paragon armor, shields, and falchions within 30 feet as they wish for 1 hour.


Armor of the Paragon: Half Plate +2 Special Abilities: Called, Flight, Comfort. {+8 equivalent armor; market value: 64,750 gp}

Called: Defenders of the Faith pg 23; paraphrased below: A Paragon may Call their own armor from any distance on the same plane to themselves as a standard action, and it will appear on their person fully and correctly donned at the end of the action. {Caster Level: 9th, +1 equivalent, teleport}.

Flight: The wearer may Fly exactly as per the 3rd level arcane spell for a total duration of up to 60 minutes per day {Caster Level: 9th, +3 equivalent, Fly}.

Comfort: The wearer never suffers penalties or damage for environmental conditions such as overheating while wearing the armor; the wearer also does not need to eat or drink while wearing the armor and never suffers from starvation or dehydration; finally the wearer may sleep in the armor without suffering fatigue penalties, and only requires 2 hours of sleep per 24 hour period, gaining all benefits of having rested for a full 8 hours. The wearer must wear the armor for 18 hours uninterrupted for this special ability to activate. {Caster Level 7th, +2 equivalent, Endure Elements, Create Food and Water}.


Shield of the Paragon: Small Metal Shield +2. Special Abilities: Called. {+3 equivalent shield, market value: 9,159gp}

Called: Defenders of the Faith pg 23; paraphrased below: A Paragon may Call their own shield from any distance on the same plane to themselves as a standard action, and it will appear on their person fully and correctly donned at the end of the action. {Caster Level: 9th, +1 equivalent, teleport}.


Falchion of the Paragon: Falchion +1. Special Abilities: Called, Keen {+3 equivalent weapon, market value: 18,375}

Called: Defenders of the Faith pg 23; extended to a weapon and paraphrased below: A Paragon may Call their own sword from any distance on the same plane to themselves as a standard action, and it will appear in their primary hand at the end of the action ready to use. {Caster Level: 9th, +1 equivalent, teleport}. NOTE: Normally Called is a special ability applied to armor. It has been extended to weapons for this purpose.

Keen: DMG pg 187; paraphrased below: The threat range of the weapon is doubled. Thus a Keen Falchion's critical threat range is 15-20 rather than 18-20.{Caster Level: 10th, +1 equivalent, keen edge}.

Falchion Finesse: At 2nd level the Sacred Paragon has better learned how to wield the large weapon one-handed. When using Monkey Grip with their Falchion they suffer a -1 penalty for doing so rather than the standard -2. This is an extraordinary ability.

Shield Ward At 3rd level the Sacred Paragon has mastered the art of warding off attacks with his shield. When equipped with a small metal shield on his off-hand, the Paragon may take up to a -5 penalty to his attack roll and receive an equal dodge bonus to AC. This functions identically to Expertise, but may not be used as a virtual feat to gain access to other feats. This is an extraordinary ability.

Sacred Protection: At 4th and 9th levels the Sacred Paragon gains the supernatural ability to resist harmful effects. The Spiritual Paragon receives a +1 Sacred Bonus to all Saving throws at 4th level, and a +2 Sacred Bonus to all Saving throws at 9th level.

Falchion of Might: At 5th and 10th levels the Sacred Paragon has developed a punishing overhand technique with his falchion. When scoring any successful melee attack with a falchion, the Paragon inflicts +1d4 bonus damage. This increases to +2d4 bonus damage at 10th level. In the case of a critical, this bonus damage is added on after critical multipliers. This is an extraordinary ability.

Shield Toss: At 6th level the Sacred Paragon has learned a difficult and highly unorthodox maneuver that allows him to throw his shield at an opponent and trip them. To accomplish this maneuver, the Paragon must have his shield off his arm. As a standard action, the Paragon may make a ranged touch attack against his chosen target, which may not be any closer than 10 feet away. If the ranged touch attack is successful the Paragon has successfully initiated a Trip attack against the opponent, which is resolved normally as per the rules for tripping. The target may not initiate a return trip attack if the ranged touch attack fails. The shield has a range increment of 10 for this maneuver. This is an extraordinary ability.

Falchion Mastery: At 7th level the Sacred Paragon has mastered the art of making lethal strike with his falchion. The Paragon gains Improved Critical: Falchion as a virtual feat. This is an extraordinary ability.

Shield Disarm: At 9th level the Sacred Paragon has learned a difficult and highly unorthodox maneuver that allows him to throw his shield at an opponent and disarm them. To accomplish this maneuver, the Paragon must have his shield off his arm. As a standard action, the Paragon may make a disarm attempt against his chosen target which may not be any closer than 10 feet away using his ranged combat modifier. If the attack is successful the Paragon has successfully initiated a Disarm attack against the opponent, which is resolved normally as per the rules for disarming. The target may not initiate a return disarm if the attack fails. The shield has a range increment of 10 for this maneuver. This is an extraordinary ability.