The Forces of Good!

Pants

First Post
Fear yea not. I have not abandoned my other thread, it's just on temporary hold for now. The main reason for this is that I'm just sick of evil outsiders for now. In an effort to alleviate that problem, I've decided to work on the other sides, most importantly, the celestials and the rilmani. The rilmani will be done in a seperate thread in order to keep things all nice orderly.

The primary purpose of this thread is to beef up the servents of the upper planes somewhat and to provide conversions for those still stuck in the 2ed rules. Some have been converted to 3.5 already (I will be going through those in the BoED with a nice comb, already though I believe the archons will get the most focus out of them.) others have not.

So, I hope everyone gets as much enjoyment out of my celestials as my evil exemplars have apparently gotten. Without any further delay, I present the Light Aasimon!

Here are the Aasimon traits (they are the same as the Angel traits):
AASIMON QUALITIES
• Darkvision out to 60 feet and low-light vision
• Immunity to acid, cold, and petrification
• Resistance to electricity 10 and fire 10
• +4 racial bonus on saves against poison
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the aasimon. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals aasimon’s HD). This aura can be dispelled, but the aasimon can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an aasimon’s statistics block.)
Tongues (Su): All aasimon can speak with any creature that has a language, as though using a tongues spell (caster level equal to aasimon’s Hit Dice). This ability is always active.


LIGHT AASIMON
Medium Outsider (Aasimon, Extraplanar, Good, Incorporeal)
Hit Dice: 10d8+20 (65 hp)
Initiative: +10
Speed: Fly 80 ft. (perfect) (16 squares)
Armor Class: 21 (+6 Dex, +5 deflection), touch 21, flat-footed 15
Base Attack/Grapple: +10/-
Attack: Incorporeal touch +16 melee (2d6 holy plus blinding strike)
Full Attack: 2 incorporeal touches +16 melee (2d6 holy plus blinding strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding strike, radiance, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., immunity to acid, cold, and petrification, incorporeal traits, protective aura, resistance to electricity 10 and fire 10, spell resistance 23, stalwart mind, tongues, uncanny dodge
Saves: Fort +9 (+13 against poison), Ref +13, Will +10
Abilities: Str -, Dex 22, Con 14, Int 14, Wis 16, Cha 20
Skills: Concentration +15, Diplomacy +20, Intimidate +18, Knowledge (any two) +15, Listen +16, Move Silently +19, Sense Motive +16, Spot +16, Tumble +19
Feats: Combat Reflexes, Empower Spell-Like Ability (searing light), Improved Initiative, Quicken Spell-Like Ability (hold person)
Environment: Any good-aligned plane
Organization: Solitary or group (1-4)
Challenge Rating: 11
Treasure: None
Alignment: Always good (any)
Advancement: 11-20 HD (medium); 21-30 HD (large)

A pulsing brilliance of light appears before you. Within the striating colors of the light, you can vaguely see a humanoid shape… or is it something else? Whatever you see, you are filled with a humbling sense of peace.

Light aasimon serve as the guardians of good on the planes. They are often sent to help valiant mortals on the prime overcome great evils. Occasionally they remain with their wards, helping them spread peace and defeat new evils, however most often, they return to their homes on the upper planes once their task is finished. From there, they can seek out new evils to combat!
A light aasimon resembles a pulsing cloud of shimmering light. The cloud often varies in shape, but is usually about 5 feet in diameter.

COMBAT
Lights, being somewhat poor melee fighters, often hang back in fights and use their spell-like abilities and their radiance to both help allies and hinder foes. If pressed into melee, it lashes out with its tendrils of light.
A light aasimon’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Blinding Strike (Su): Anyone struck by a light aasimon’s incorporeal touch attack must make a Fort save (DC 20) or be blinded for 1d6 rounds. The save DC is Charisma based.
Radiance (Su): The light aasimon constantly sheds light similar to that of a daylight spell (caster level 12th). Any good-aligned creatures within the aasimon’s radiance are affected as though by a bless spell (caster level 12th) for as long as they remain within the radiance. Any evil-aligned creatures within the radiance are affected by a bane spell (caster level 12th) for as long as they remain within the radiance, although they receive a Will save to resist (DC 20). The evil creature must repeat the save each time it enters the aasimon’s radiance.
This effect may not be dispelled although the light aasimon can suppress or resume it as a free action on its turn. The save DC is Charisma based.
Spell-Like Abilities: At will – aid, continual flame, detect evil, dispel evil (DC 20), dispel magic, hold person (DC 17), holy smite (DC 19), searing light; 7/day – cure light wounds (DC 17); 3/day – cure serious wounds (DC 18), remove disease (DC 18); 1/day – holy aura (DC 23), holy word (DC 22), plane shift (DC 22), remove curse (DC 18), sunburst (DC 22). Caster level 12th. The save DC’s are Charisma based.
Stalwart Mind (Su): A light aasimon is immune to all mind-affecting spells or effects.
Uncanny Dodge (Ex): A light aasimon retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.

Some conversion notes. I changed angel to aasimon mainly because.... well, 'light angel' sounds stupid to me. It's not as if I'm biased against the use of angel in 3.5, in fact it makes a lot of sense, but light angel just sounds really lame.

The Light Aasimon can be found in the 2nd Edition Planescape Monstrous Compendium I.
 
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AGATHINON
Medium Outsider (Aasimon, Extraplanar, Good)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +8/+9
Attack: Masterwork mace +10 melee (1d8+1)
Full Attack: Masterwork mace +10/+4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate forms, spell-like abilities, spells
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., fearless, immunity to acid, cold, death effects, and petrification, positive adaptation, protective aura, resistance to electricity 10 and fire 10, spell resistance 20, tongues
Saves: Fort +8 (+12 against poison), Ref +11, Will +12
Abilities: Str 13, Dex 16, Con 14, Int 16, Wis 18, Cha 16
Skills: Bluff +14, Concentration +13, Diplomacy +16, Intimidate +16, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +14, Spellcraft +16, Spot +15
Feats: Combat Expertise, Dodge, Improved Initiative
Environment: Any good-aligned plane
Organization: Solitary, pair, group (2-5), or team (10-20)
Challenge Rating: 8
Treasure: Standard
Alignment: Always good (any)
Advancement: 9-16 HD (medium); 17-24 HD (large)

The figure standing before you appears to be an elf at first glance. However, closer inspection reveals the creatures shimmering, pearly skin, luminescent eyes, and overall angelic bearing.

The agathinon form the elite vanguards of any celestial armies, the first in and the last out in any situation of war. They are stout defenders of goodness and terrible enemies of the minions and lords of evil. Agathinon never back down from a fight and oftentimes give their lives for good causes.
In their natural forms, agathinon stand about 6 feet tall and weigh 130 pounds.

COMBAT
Agathinon very rarely fight in their natural humanoid forms, much preferring to take on the forms of powerful dragons or other good creatures. They are utterly fearless in battle and groups of agathinon can give even the most powerful servants of evil pause.
An agathinon’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Alternate Forms (Sp): At will as a standard action, an agathinon can assume many different forms as per the polymorph spell, with the following restrictions. The agathinon may only assume the form of good-aligned creatures with total Hit Dice no greater than its own. The agathinon gains access to all of the creature’s supernatural, extraordinary, and spell-like abilities. The agathinon may remain in this form indefinitely.
Fearless (Ex): Agathinon are stoic defenders of righteousness. They never back down from fights, even when the odds are hopeless. Agathinon are immune to fear spells or effects.
Positive Adaptation (Su): An agathinon is specially tuned to the powers of the Positive Energy Plane. It is immune to the effects of the plane; however it can be harmed or affected by positive energy from other sources.
Spells: Agathinon can cast divine spells as 8th-level clerics. An agathinon has access to two of the following domains: Celestial**, Good, War, and Wrath** (plus any other from its deity). The save DC’s are Wisdom based.
Typical Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; save DC 14 + spell level): 0 – create water, detect magic, guidance, resistance (2), virtue; 1 – bless, divine favor, doom (DC 15)*, inflict light wounds (DC 15), shield of faith (2); 2 – align weapon, eagle’s splendor, owl’s wisdom, sound burst (DC 16), spiritual weapon*; 3 – affliction (DC 17)***, daylight, protection from energy, searing light (2); 4 – death ward, divine power*, freedom of movement, inflict critical wounds (DC 18).
* Domains chosen: War and Wrath**
Spell-Like Abilities: At will – aid, continual flame, detect evil, dispel magic, ethereal jaunt (self only), invisibility (self only); 7/day – cure light wounds (DC 14), hold person (DC 15); 3/day – dispel evil (DC 18), cure moderate wounds (DC 15), holy smite (DC 17), remove disease (DC 16); 1/day – remove curse (DC 16). Caster level 10th. The save DC’s are Charisma based.
** See Book of Exalted Deeds.

More conversion notes:
The Agathinon's original Alignment was NG. Well, since that was kind of weird for an Aasimon (which are always Any Good), I changed that. Hah! Take that canon!

I also don't plan on using noncore books that much. I tried to use it as little as possible in this, but I promise that if I do go overboard, I'll give little sidebars ala the Fiend Folio.
Enjoy.
 


Thank you BOZ. ;)

DEVA QUALITIES
• Darkvision out to 60 feet.
• Immunity to cold, electricity, petrification, and poison.
• Resistance to fire 10.
Celestial Reverence (Su): When in their normal form, as a standard action deva’s body can shed light as per a daylight spell (radius depends upon the particular deva, caster level equal to the deva's Hit Dice). Good characters within 60 ft. of the deva must make a Will save or become overwhelmed with a desire to help and protect the deva. Affected good creatures gain a +1 bonus to attack and damage rolls against enemies of the deva. Nongood creatures with less than 8 Hit Dice within 60 ft. of the deva must make a Will save or become affected as though by a fear spell (caster level equals the deva’s Hit Dice). Nongood characters with more than 8 Hit Dice must make a Will save or become shaken for as long as they remain within 60 ft. of the deva. Whether or not the save is successful, a character can not be affected by the same deva's fear or shaken effect for another 24 hours. All save DC’s are calculated using DC 10 + ½ the deva’s HD + the deva’s Charisma modifier. This is a mind-affecting effect.
Tongues (Su): All deva can speak with any creature that has a language, as though using a tongues spell (caster level equal to deva’s Hit Dice). This ability is always active.

ASTRAL DEVA
Medium Outsider (Deva, Extraplanar, Good)
Hit Dice: 13d8+52 (110 hp)
Initiative: +6
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 30 (+6 Dex, +14 natural), touch 16, flat-footed 24
Base Attack/Grapple: +13/+19
Attack: +3 heavy mace of disruption +22 melee (1d8+9) or slam +18 melee (1d8+6)
Full Attack: +3 heavy mace of disruption +22/+17/+12 melee (1d8+9) or 2 slams +18 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Celestial reverence, spell-like abilities, stun
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., death’s protection, immunity to cold, electricity, petrification, and poison, resistance to fire 10, spell resistance 26, tongues, uncanny dodge
Saves: Fort +12, Ref +14, Will +12
Abilities: Str 23, Dex 22, Con 19, Int 19, Wis 18, Cha 20
Skills: Concentration +20, Craft or Knowledge (any three) +20, Diplomacy +23, Escape Artist +22, Hide +22, Intimidate +21, Listen +24, Move Silently +22, Sense Motive +20, Spot +24
Feats: Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (heavy mace)
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (2-5)
Challenge Rating: 14
Treasure: No coins; double goods, standard items plus +3 heavy mace of disruption
Alignment: Always good (any)
Advancement: 14-26 HD (medium); 27-39 HD (large)

This creature is extremely beautiful with a noble bearing, dark, golden skin, and long, feathered wings. Its body is especially lithe and muscled and its eyes are a deep amber color. It seems composed of an inner radiance that almost makes it hard to look at it.

Astral devas serve a dual purpose in the Upper Planes. First, they are the heavenly warriors that often take the fight to evil. They often crusade on the Lower Planes, fighting demons, devils, and yugoloths in an effort to end their wickedness. However, they also journey the Astral Plane, seeking out good planar travelers that have become lost and helping them find their way.
An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.

COMBAT
An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.
An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Celestial Reverence (Su): Will saves of DC 21. Daylight radius of 20 feet. The save DC is Charisma based.
Death’s Protection (Ex): Astral devas are immune to negative energy, energy drain, and death spells and effects.
Spell-Like Abilities: At will – aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), greater dispel magic, holy smite (DC 19), improved invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day – cure light wounds (DC 16); 3/day – cure serious wounds (DC 18), holy word (DC 22). true seeing; 1/day – blade barrier (DC 21), heal (DC 21), holy aura (DC 23). Caster level 13th. The save DC’s are Charisma based.
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 21 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 17th level. It can flank characters with the uncanny dodge ability as if it were a 13th-level rogue.
 
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MONADIC DEVA
Medium Outsider (Deva, Extraplanar, Good)
Hit Dice: 12d8+48 (102 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 29 (+3 Dex, +16 natural), touch 13, flat-footed 26
Base Attack/Grapple: +12/+19
Attack: +2 adamantine heavy mace +22 melee (1d8+9) or slam +19 melee (2d4+7)
Full Attack: +2 adamantine heavy mace +22/+17/+12 melee (1d8+9) or 2 slams +19 melee (2d4+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Celestial reverence, smite, spell-like abilities
Special Qualities: Damage reduction 10/evil, death’s protection, darkvision 60 ft., elemental attunement, immunity to cold, electricity, petrification, and poison, resistance to fire 10, spell resistance 25, tongues, uncanny dodge
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 25, Dex 16, Con 19, Int 18, Wis 19, Cha 19
Skills: Concentration +19, Diplomacy +23, Escape Artist +18, Intimidate +19, Knowledge (any three) +19, Listen +19, Move Silently +18, Sense Motive +19, Spellcraft +19, Spot +19
Feats: Cleave, Great Cleave, Improved Sunder, Power Attack, Weapon Focus (heavy mace)
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 13
Treasure: No coins; standard goods plus +2 adamantine heavy mace
Alignment: Always good (any)
Advancement: 13-24 HD (medium); 25-36 HD (large)

This tall humanoid of regal bearing has dark brown skin, jet-black hair that hangs about its head, and piercing, emerald eyes. Two wings of dark, brown feathers sprout from its back.

The monadic devas serve as the celestial agents in the Inner Planes. They are naturally attuned to the effects of the various elemental, paraelemental, and quasi-elemental planes and are often encountered there on various holy quests or missions.
Monadic devas stand 6 feet tall and weigh 190 pounds.

COMBAT
Monadic devas relish the chance to enter into combat and fight evil hand-to-hand. They dominate any elemental foes before wading into combat with their cherished +2 adamantine heavy mace.
A monadic deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Celestial Reverence (Su): Will saves of DC 20. Daylight radius of 15 feet. The save DC is Charisma based.
Death’s Protection (Ex): Monadic devas are immune to ability damage, energy drain, and death effects.
Elemental Attunement (Ex): Monadic devas are immune to the effects of the elemental planes. They can also breathe normally in any environment as if wearing a necklace of adaptation.
Smite (Su): Three times per day, a monadic deva can attempt to smite a foe. It gains a +4 bonus to its attack and deals additional damage equal to its Hit Dice (+12).
Spell-Like Abilities: At will – aid, continual flame, detect evil, discern lies (DC 18), dispel magic, holy smite (DC 18), invisibility (self only), mirror image, polymorph (self only), remove curse (DC 17), remove disease (DC 17), remove fear (DC 16); 7/day – cure light wounds (DC 15); 3/day – cure serious wounds (DC 17), dispel evil (DC 19), ethereal jaunt, hold monster (DC 19); 1/day – dominate monster (elementals only) (DC 23), heal (DC 20), holy word (DC 21). Caster level 12th. The save DC’s are Charisma based.
Uncanny Dodge (Ex): An monadic deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
Skills: Monadic devas are highly alert creatures. They have a +4 racial bonus on Spot and Listen checks.
 

MOVANIC DEVA
Medium Outsider (Deva, Extraplanar, Good)
Hit Dice: 10d8+40 (85 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22
Base Attack/Grapple: +10/+14
Attack: +1 holy flaming greatsword +16 melee (2d6+7 plus 1d6 fire plus 2d6 holy) or slam +14 melee (1d6+4)
Full Attack: +1 holy flaming greatsword +16/+11 melee (2d6+7 plus 1d6 fire plus 2d6 holy) or 2 slams +14 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Celestial reverence, spell-like abilities, spells
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., deflection, immunity to cold, electricity, petrification, and poison, regeneration 3, resistance to fire 10, spell resistance 24, tongues
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 18, Dex 22, Con 18, Int 18, Wis 16, Cha 18
Skills: Bluff +17, Concentration +17, Diplomacy +19, Escape Artist +19, Hide +19, Knowledge (any two) +17, Listen +16, Move Silently +19, Spellcraft +17 (+19 when deciphering scrolls), Spot +16, Use Magic Device +17 (+19 when using scrolls)
Feats: Combat Reflexes, Deflect Arrows (b), Dodge, Improved Initiative, Weapon Focus (greatsword)
Environment: Any good-aligned plane
Organization: Solitary, pair, or group (3-6)
Challenge Rating: 12
Treasure: Standard plus +1 holy flaming greatsword
Alignment: Always good (any)
Advancement: 11-20 HD (medium); 21-30 HD (large)

Standing before you is a tall, muscular humanoid with pale, milky skin, flowing, silvery hair, and eyes that seem to glow with a white light. In its hands is an intricately crafted greatsword that seems to burn with a heavenly light.

Movanic devas are commonly sent to the material planes in order to aid mortal heroes against the forces of evil. When on the material plane, they make use of their polymorph ability to appear less alien to the local races.
Movanic devas are terrible to behold in battle, either when wielding their +1 holy flaming greatsword or when using their impressive array of spells and spell-like abilities. Thus they are greatly feared by both evil mortals and fiends.
Movanic devas stand 6-1/2 feet tall and weigh 140 pounds.

COMBAT
Movanic devas are awesome defenders of righteousness. They typically prefer to use their +1 holy flaming greatsword in battle, but they won’t hesitate to hang back and utilize their spells or spell-like abilities.
A movanic deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Celestial Reverence (Su): Will saves of DC 19. Daylight radius of 10 feet. The save DC is Charisma based.
Deflection (Su): Using its greatsword, a movanic deva can bat away spells or targeted effects. If the deva is targeted by a ray or a single-target spell (such as magic missile) it can attempt a Reflex save (DC 20 + the spell’s level). If it succeeds at the Reflex save, the spell is deflected. A deflected spell is simply negated as if counterspelled. This ability is usable once per round as a free action and the deva must be aware of the attack in order to deflect it.
Regeneration (Ex): A movanic deva takes normal damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Spells: A movanic deva casts spells as a 10th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/7/6/3; save DC 14 + spell level); 0 – acid splash, dancing lights, detect magic, disrupt undead, mending, message, ray of frost, read magic, resistance; 1st – hypnotism, mage armor, magic missile, shield, true strike; 2nd – bull’s strength, eagle’s splendor, melf’s acid arrow, scorching ray; 3rd – displacement, haste, suggestion; 4th – fire shield, rainbow pattern; 5th – teleport.
Spell-Like Abilities: At will – aid, continual flame, detect evil, discern lies (DC 18), dimension door, dispel magic, invisibility (self only), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 17); 7/day – cure light wounds (DC 15); 3/day – antimagic aura, cure serious wounds (DC 17), death ward, dispel evil (DC 19), holy smite (DC 18), plane shift (DC 21), spell turning; 1/day – heal (DC 20), holy word (DC 21). Caster level 12th. The save DC’s are Charisma based.
 
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