Paragon Grapple: When you spend Potential points in grapple checks, double the bonus gained. You also ignore Freedom of Movement effects on enemies when grappling them, and your oponents never gain any bonus on grapple checks for being bigger than you. You need either the Improved Grapple feat or any other ability that allows you to grapple whitout provoking attacks of oportunity to pick this Excellence.
Paragon Shot: When you spend Potential points in ranged attack rolls or ranged damage rolls, double the bonus gained. You also add your Dex mod to ranged damage rolls and ignore adverse Wind conditions when using ranged weapons. You can inflict precision damage such as sneak attack up to the first range increment of your ranged weapon instead of just 30 feet. You need Rapid Shot to pick this Excellence.
Paragon Block: While wielding a shield, you gain a chance to “Block” any attack against you depending on the type (10% for a buckler, 20% for a light shield, 40% for a heavy shield, 60% for a tower shield). Your shield can even protect you from area attacks with the Block chance, altough it doesn't stop it from affecting others. By spending one Potential point as a free action, you can extend this Block chance to adjacent allies for 1 round as you cover them with your shield. This doesn't stack with other sources of Block and/or miss chances, and you must actually wield the shield to gain it (animated doesn't work). You need proficiency with the relevant shield to use this ability.
Paragon Fencing: While you use a weapon in a single hand and don't attack with any other weapon on the same round, you add your full Bab to damage rolls and half your Bab as a dodge bonus to AC and it counts as two-handed for purposes of Power Attack. In addition double the bonus gained from Potential spent on attack rolls and damage rolls with that single weapon. You need Weapon Focus with the weapon used to gain this bonus. You can still wield a shield in your off-hand as long as you don't attack with it.
Paragon Will: When you spend Potential points in a Will save, double the bonus gained. You don't fail Will saves in a natural 1 anymore, and you're immune to effects that would force you to take actions you don't want to take (but not effects that simply prevent you from taking any actions at all, like death).You need Iron Will to pick this option.
Paragon Reflexes: When you spend Potential points in a Reflex save, double the bonus gained. You don't fail Reflex saves in a natural 1 anymore, and you're never flatfooted. You need Lighting Reflexes to pick this option.
Paragon Fortitude: When you spend Potential points in a Fortitude save, double the bonus gained. You don't fail Fortitude saves in a natural 1 anymore, and you may atempt to resist non-damage harmful effects that wouldn't normally allow a save by suceeding on a Fort save with DC 10+1/2 HD attacker+Attacker's Highest Stat Mod. You need Great Fortitude to pick this option.
Paragon Toughness:You may spend Potential points as a fullround action to gain five times that amount in temporary HP that last up to 24 hours. If you would be affected by any non-damage effect, you may spend any remaining temporary HP you have from this ability to ignore it. This doesn't take an action. Remember temporary points don't stack. You need Toughness to pick this ability.
Paragon Athletics: You need 8 ranks in Climb and Jump to pick this Excellence. You gain a climb speed equal to your land speed (if you already had a climb speed, it is doubled) and can always take 10 in Climb and Jump checks even if threatened or rushed. In addition you can perform complex jumps in mid-air that basically grant you a flight speed equal to your base speed, but you fall at the end of your turn if there's no nearby surface to hold on. Enemies adjacent to you count as a surface to hold on for the purpose of this ability, and you're dragged by them if they move. An enemy may atempt to shake you off as move action by suceeding in a grapple check against you, in which case you fall as normal. You can use a Climb check instead of a grapple check for resisting being shaked off. Double the bonus you gain from using Potential points for Climb and Jump checks.
Paragon Acrobatics:You need 8 ranks in Balance and Tumble to pick this Excellence. You can take 10 in Balance and Tumble checks even if threatened or rushed. In addition you can now move over any kind of space whitout hindrance, including fogs, spear tips and clouds as long as they grant cover and/or concealment or block line of sight or effect. You cannot however move
trough those surfaces, only over their limits. You can also tumble at your full movement speed with no penalty to the check, and if you moved at least 10 feet in your turn you can roll a Balance check and use it for your AC for the round instead of your normal AC (and half that result for your touch AC). Double the bonus you gain from using Potential points for Balance and Tumble checks.
Paragon Stealth:You need 8 ranks in Hide and Move Silently to pick this Excellence. You can take 10 in Hide and Move Silently checks even if threatened or rushed. In addition you can atempt to hide whitout actually having anything to hide behind! If you already had a similar ability (invisibility magic won't do, but a Ranger's Camouphlage or a Shadowdancer's Hide In Plain Sight would), you may atempt a Hide and Move Silently check as an immediate action while observed whitout penalties on the roll or need of any particular conditions. Double the bonus you gain from using Potential points for Hide and Move Silently checks.
Paragon Rider: You need 8 ranks in Ride and Mounted Combat to pick this Excellence. You are one with your mount, and Paragon levels stack with levels of one other class of your choice for purpose of Special mount advancment. Any mount you ride can use your Saves, AC, resistances and immunities instead of their own whenever it's benefecial for it, and even if it reaches zero or lower HP, it will keep acting normally while you ride it, colapsing dead only after a number of rounds equal to the number of ranks you have in Ride. You can also always take 10 on Ride checks even if rushed or threatened. Double the bonus you gain from using Potential points for Ride checks.
Paragon Break: You need Improved Sunder to pick this Excellence. Whenever you attack an enemy in melee, you may make a Sunder atempt on that same enemy as a free action. You can also sunder stationary magic effects (aka any area non-instantaneous magic effect not on a specific creature) as long as you're wielding a magic weapon. Force effects count as having 6 HP per CL and all other magic effects count as having 3 HP per CL. Double the bonus you gain from using Potential points for Sunder atempts and damage.
Paragon Rage: You need the Rage ability to pick this Excellence. Whenever you enter a rage, you may spend any amount of Paragon Points. For every 4 points spent, you gain one of the following bonus, which applies while raging. Save DCs are 10+1/2 HD+your (improved) Con modifier.
Warped Body: There is a 50% chance that any critical hit scored against you is negated. Whenever you are struck by a weapon, the attacker must make a Reflex save or have it stuck in your body. Weapons can be removed from your body with a Strength check with DC equal to the save. In the case of a natural weapon, the attacker counts as grappled.
Divine Possession: You gain DR/silver or DR/cold iron equal to half your HD (if you already had a DR, it now demands silver or cold iron to bypass, if it already demanded it, then it increases by 2, if you had DR/- then simply increase it by 2). You count as your own Alignment for bypassing DR.
Terrifying Visage: You gain a 90ft Frightful Presence (Will vs shaken for 1 minute) and a bonus on Intimidate checks equal to half your HD. If you already had Frightful Presence, double its Range and increase the DC by 2.
Horrid Spew: Your natural attacks deal +1d6 acid damage. As a standard action you may spit a glob of acid as a ranged touch attack up to 5 feet per HD, dealing 1d6 points of acid damage per HD. You gain acid resistance 10.
Accelerated Metabolism: You gain immunity to poison and disease, and fast healing equal to half your HD.
Zen Fury: You can take normal actions while Raging.
Massive Build: Your size increases by one category. You gain all the apropriate bonus except your Nat Armor bonus and Ability Scores don't change.
Burning Rage: Your body is wreathed in flames which shed light as a torch and add +1d8 fire damage to all your attacks. Any creature struck by your attacks must make a Ref save or catch fire. Creatures striking you with their body or a handheld weapon take 1d8 points of fire damage and must make Ref saves or catch fire. You gain the Fire subtype.
Storming Rage: You gain a fly speed equal to your land speed with good maneuverability, but you begin to fall whenever you stop moving. You are surrounded by winds which grant you a 20% miss chance against ranged weapons. You gain the Air subtype.
Freezing Rage: Your attacks deal +1d4 damage and +1d4 cold damage. Any creature who strikes you with their body or a handheld weapon takes 1d6 points of cold damage. Your natural armour bonus is increased by +1. Any object you strike has its hardness halved for 1d4 rounds (multiple applications do not stack). You gain the Cold subtype.
Lightning Rage: Your attacks deal +1d6 electric damage. Any creature who strikes you with a melee weapon takes 1d6 points of electric damage, even if it is a reach weapon. Your speed is increased by +5ft for every 4 HD you have. You gain electric resistance 20.
Mountain Rage: You gain the powerful build special quality, and DR/- equal to half your HD. Whenever you damage an opponent with a melee attack you may attempt a bull rush against them as a free action. You gain the Earth subtype.
Howling Rage: Every enemy within 30ft of you at the start of your turn takes 1d6 sonic damage and must make a Fort save or be deafened for 1 minute. You may use shatter (CL = HD) as a Extraordinary ability at will. You gain sonic resistance 20.
Thanks for Prime32 for the above abilities!
Paragon Dual Wield: You need Two-Weapon Fighting to pick this Excellence. Whenever you're fighting with two weapons, you may make an attack with your off-hand for every attack you make with your main hand instead of the regular number of attacks you would get for fighting with two-weapons. This includes Aoos and Charges. Double the bonus you gain from using Potential points for attacks and damage rolls while fighting with two weapons.
Paragon Proficiency: You need proficiency with all martial weapons, heavy armor and at least 1 Exotic weapon to pick this Excellence. You gain proficiency with all Exotic weapons, and the saving DC of any effect created by magic weapons wielded by the Paragon becomes (10 + ½ HD + Highest Mental Stat mod) if it is higher than the standard DC. Effects which duplicate spells have a caster level equal to his HD if that is higher than normal (recalculate damage, duration, etc. as appropriate). Increase the enhancement bonus of any weapon wielded by the Paragon by 1; he may treat nonmagical weapons as +1 weapons, including natural weapons for both bonus. Plus armor no longer slows down your movement speed or limits your max Dex bonus to AC. Whenever you spend Paragon Points for anything, you gain DR X/- for 1 round, where X is the amount of Paragon points spent. This stacks with itself, or can be used to boost already existing DR, in which case it becomes DR of that type. So for example if you had DR 3/adamantine and spent 5 Paragon Points, you could either gain DR 5/-, or improve to DR 8/adamantine.
Paragon Magic: You need to be able to cast spells or SLAs to pick this Excellence. Paragon levels keep increasing your CL for all your spells and SLAs (unless they were already tied to HD, in which case their CL simply improve by 1), and you can have the base DC of your spells be 10+1/2 HD+your highest mental stat mod instead of 10+spell level+Main casting stat mod. Plus now you ignore all ASF on any armor and shields you wear.
Paragon Caster: You need Paragon Magic and to be able to cast spells to take this Excellence. You gain new spells per day as if you had gained two new levels in a caster class you belonged to before taking this Excellence, and learn five spells of any level you can cast from the spell list of that same caster class. You may take this Excellence two times, its effects stack.
Paragon Combat: You need Combat Reflexes to take this Excellence. The DC of any concentration and tumble checks done by creatures threatened by you is increased by an amount equal to your HD. If a creature you threaten makes a 5-foot step away from you, you may make a 5-foot step after them as a free action. Double the bonus you gain from using Potential points for attacks and damage rolls with Aoos.
Paragon Ability: When you pick this Excellence choose an ability with a save DC you have (cannot be spellcasting). The DC of that abilty increases by 1 for every 4 HD you have and ignores any immunities and resistances to it, altough creatures which would be immune gain a +5 bonus on their saves.
Paragon Breath: When you pick this ability choose a Breath you have. When you use it you may double the area size it affects. You may also spend paragon points as a free action to speed up its recovery at a rate of 1 point per round, or two paragon points to add one extra die of damage to damaging breaths.
You Owe Me: You need 8 ranks in Gather Information and Diplomacy to learn this Excellence. You've acumulated quite a number of favors during your life, and you now know somebody in every place that knows somebody else that can get things done. As long as you're in a relatively populated area, you can always sell gear at full price instead of half, and commission any single item worth up to 500 GP per rank you have in Gather Information and Diplomacy to be delivered to your person in 24 hours (you still must pay the item's full cost). In addition while in a populated area you can requistion the services of an NPC (built by the DM, but you can "negotiate" specific details) of your choice of an alignment equal to yours of a level up to (the lowest number of ranks you have in Diplomacy or Gather Information)-5. It obeys you to the best of its ability, but you must spend Potential Points every hour equal to its HD to keep it under your control, otherwise it leaves. If you take or lose the NPC's gear, you lose all benefits of this Excellence for 1 year and 1 day as you rebuild your web of favors. You can always take 10 in gather Information and Diplomacy checks even if rushed or threatened. Double the bonus you gain from using Potential points for Gather Information and Diplomacy checks.
Paragon Manipulation: You need 8 ranks in Bluff and Sleight of Hand to learn this Excellence. You excel at making others think you were going to do something else. Whenever an oponent enters or leaves a square that you threaten, you may atempt a free feint atempt. If you suceed, the enemy ends up in a square that you threaten of your choice and their movement ends. You may atempt this multiple times per round for diferent oponent, but each cumulative atempt takes a -4 penalty. In addition you may draw and seathe weapons (or other gear) or reload any kind of crossbow as a free action even if it isn't your turn as long as you suceed on a DC 20 Sleight of Hand, with the DC increasing by 4 for every sucessive use of this ability on the same round. You can always take 10 in Bluff and Sleight of Hand check even if rushed or threatened. Double the bonus you gain from using Potential points for Bluff and Sleight of Hand checks.
Paragon Precision: Whenever you roll lower than the average result on a damage roll, use the average result instead (eg. for a rogue with +10d6 sneak attack damage, if he rolled 34 or lower he would instead deal +35 damage). Maximising your damage is easier for you - reduce the level modifier of the Maximise Spell metamagic feat by 1 (minimum +0); in the case of similar abilities then they become easier by an equivalent amount (Maximise Breath has its recharge time reduced by 1 round, Maximise Power has its pp cost reduced by 2, etc.).
Contributed by Prime32Paragon Finesse: While you use a weapon in a single hand and nothing in the other, you add half your HD as a deflection bonus to AC. You may choose to add your Dexterity modifier to damage instead of Strength. Also, if the weapon is magical, you can apply its enhancement bonus to your AC as if it were a shield and double the enhancement bonus for the purpose of attack and damage rolls. You lose this bonus if you wield anything in your empty hand (but not if you carry something other than a weapon or shield) or if you wear medium or heavy armor. You need Weapon Finesse and must be wielding a finesse-able weapon to make use of these benefits.
Contributed by RetrokinesisParagon Warrior: You need to be able to initiate maneuvers (at least two) to pick this Excellence. Paragon levels now grant full initiator level advance for all your martial classes instead of just half, and you can have the base DC of your maneuvers be 10+1/2 HD+your highest mental stat mod instead of 10+maneuver level+school initiating stat mod.
Contributed by Anomander.
Paragon Fighting Style: You need Paragon Warrior to take this Excellence. You gain new maneuvers known, maneuvers readied, maneuvers swapped and stances known as if you had gained two new levels in a martial class you belonged to before taking this Excellence. You also now gain access to a martial discipline unavailable to you and automatically learn a bonus maneuver (not a stance) from it to which you qualify. You can take this Excellence two times, its effects stack.
Contributed by Anomander.Paragon Conduit: You must have Paragon Magic and the ability to use Invocations to select this Excellence.
You may learn 2 Invocations of any grade up to and including Lesser. You may take this excellence twice, its effects stack.
Contributed by AmechraParagon Skillfocus:
"You got your skills set, no denying that."
You can add 4x HD/2 as a Bonus to 2-4 Skills of your former Class/Race Skill list. You can stack these HD/2 once for a maximum of 2 times 1xHD Bonus.
But you can not stack them with a class or race bonus which is also depending on your HD or former Class Level.
You can pick this multiple times, each one for a new set of 2-4 Skills.
Contributed by HolyCahonyParagon Determination:Choose one Base Class you pursued before entering the Paragon Template.
You now can add your Paragon Level to the Class Level to determine the strength or effect of all (special) abilities you have already unlocked in that class and that cannot be advanced by other Excellences, such as a Rogue's sneak attack, Barbarian Trap Sense, or a monk's unarmed AC bonus (but no spellcasting/maneuvers/invocations/similar)
However, you don't get any new class options from the chosen class by taking this Excellence.
For e.g.: You are a Bard 5 Paragon 9, you can use your "Bardic Knowledge" as if you where a Bard 14. You can use "Inspire Courage +3" (because you unlocked the +1 on HD1) but you don't have acces to "Suggestion", "Song of Competence" and "Song of Freedom" and you don't instantly get that stuff, when you go back to your Bard class after Paragon.
Contributed by HolyCahony