Cristian Andreu
Explorer
An aligned is a creature spawned from the essence of morals and ethics. They are not composed of solid materials, but from ideals. Hailing from the Aligned Cardinal Planes, where these ideals exist in their most pure form, they travel the multiverse wide and far, searching to impose their ways and eliminate opposition. They are guardians of alignments, and will not hesitate to fight when encountering a threat to their superior force.
Aligned divide in many types, each one representing a certain area of an alignment. Some of them represent humility, others represent envy, injustice, and courage. And in power they vary as well, being several forms of aligned on each category.
An important characteristic of these beings is that they do not have a base physical representation. Instead, they depend on physical creatures to define their own form and shape. Feeding upon the images a certain being has of an ideal, they can take that form in order to exist in the material world. Otherwise, they are merely faint ghosts, invisibles and incorporeal.
It is believed that aligned are the result of the incredible opposition that exists among different ideals, that from sheer necessity they were spawned. Regardless of their true origin, great powers have found many uses for them, sending these beings across the multiverse to do their bidding, on behalf their ideal.
Aligned understand living and intelligent creatures. After all, they are the ones who uphold the ideal archetypes upon the material world. An aligned will show itself friendly and cooperative with those creatures that prove to defend the same paradigm, and will seek help of those who may become fundamental pieces within their missions, whichever may they be.
Aligned Type: An aligned is a being composed of the forces that spring from good, evil, law, and chaos themselves.
Features: An aligned has the following features.
-6-sides Hit Dice
-Base attack bonus equal to ¾ total Hit Dice (as cleric)
-Good Will saves
-Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die
Traits: An aligned possesses the following traits (unless otherwise noted in a creature’s entry)
-Darkvision out to 60 feet.
-Immunity to poison, sleep effects, paralysis, and stunning.
-No subject to critical hits or flanking.
-Spells that restore souls to their bodies, such as Raise Dead, Reincarnate, and Resurrection, do not work on an aligned. It takes a magical effect such as Limited Wish, Wish, Miracle, or True Resurrection, to restore an aligned to life.
-Detect Alignment (Su): An aligned automatically knows the alignment of any being within 60 feet of it (the aligned must see or feel the being somehow, so this does not provide invisibility detection).
-Aligned Damage (Su): Damage dealt by an aligned is always treated as to be from it’s own alignment (so a lawful aligned will deal lawful damage)
-Aligned do not eat, sleep, or breathe.
Justice Aligned, Lesser
Small Aligned (Lawful, Extraplanar)
Hit Dice: 2d8 (7 hp)
Initiative: +1
Speed: Fly 30 ft (perfect) (6 squares)
AC: 12 (+1 Size, +1 Dex), Flat Footed 11, Touch 12
Base Attack/Grapple: +2/-2
Attacks: --
Full Attack: --
Space/Reach: 5 ft/5 ft
Special Attacks: Smite Chaos, Spell-Like Abilities
Special Qualities: Ideal Manifest, Immunity to Lawful Damage, Lesser Aura of Justice, Aligned Traits
Saves: Fortitude +0, Reflex +1, Will +5
Abilities: Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 17
Skills: Concentration +4, Diplomacy +8, Gather Information +8, Knowledge (Religion) +8, Listen +6, Move Silently +6, Search +7, Sense Motive +8, Spot +6, Survival +6
Feats: Flyby Attack
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Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignement: Always Lawful
Advancement: --
This creature is, albeit of little power, a representation of absolute and ubiquitous justice. It will strive to give what each creature truly deserves, for good or bad, designated by forces of unquestionable arbitration.
COMBAT:
Ideal Manifest (Su): A lesser justice aligned will take the shape of the first idealization of justice that comes to a nearby creature’s mind. Before manifesting, a lesser justice aligned is invisible and incorporeal, but it will take form at the first intelligent being it encounters. Depending on the idealization, the lesser justice aligned may take on of the following forms (for the matter of looks, the idealizations will have a vague resemblance to the creature’s own specie):
-Judge: The lesser justice aligned appears as a member of the groups that impose ultimate justice, dressed in heavy and long clothing and wearing a large wooden hammer. The lesser justice aligned gains the following traits:
Judging Hammer (Su): Once per round as a full-round action, the lesser justice aligned may smash the hammer it wields against any surface (this includes other creatures). When it does, the sounds of the hit will be amplified several times and then a complete silence will swallow the area. Every sound, with the exception of those caused by the lesser justice aligned itself, will be muted for 2 rounds, and everyone within 15 feet from the aligned will receive 1 point of damage per lesser justice aligned’s hit dice. The muteness affects any sounds, so spell’s verbal components, or a bards musical abilities, are blocked as well. A successful Will save, DC 15, negates damage. The save DC is Charisma-based.
Judge’s Hammer Attack: The lesser justice aligned is considered proficient with the hammer it wields on it’s judge form. It may use it as a melee weapon, dealing 1d4 points of damage upon a successful strike.
-Blind Justice: The lesser justice aligned appears as a small statue of a lean woman in robes made of white marble, holding a balance and with the eyes covered by a fold. Although it is made of stone, it moves naturally. The lesser justice aligned gains the following traits:
Blindsense (Su): The lesser justice aligned may feel anything around it within a 20 feet radius, even creatures under the Invisibility spell.
Touch of Justice(Su): The lesser justice aligned may perform a touch attack against an opponent. If successful, the target receives 1d4 points of damage. Furthermore, if the target does not succeed a Will saving throw DC 15, it will be unable to attack, cast spells, or otherwise harm creatures with less hit dices than itself for 24 hours. This effect can not be dispelled, but it can be removed by a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. The save DC is Charisma-based.
Marble Body (Ex): The body of the lesser justice aligned is made of marble under this manifestation , and thus receives a 3 natural bonus to AC.
Lesser Aura of Justice (Su): Any hostile creature within a 20-foot radius of a lesser justice aligned will receive a -2 penalty to attack rolls, AC, and saves, as long as it has a higher bonus on each than the lesser justice aligned (for example, if a creature has a better Will save than the lesser justice aligned, that creature receives a -2 penalty). A successful Will save, DC 15, negates the effect, and allows the creature to remain within the area of effect unaffected. However, if it exist the area and enter again, a new saving throw must be made. The save DC is Charisma-based.
Smite Chaos (Su): Once per day, lesser justice aligned may attempt to smite chaos with one attack. It adds a +3 Charisma bonus to the attack roll, and deals 2 extra points of damage.
Spell-like Abilities(Su): At will- Aid, Continual Flame, Detect Chaos, Protection From Chaos, Message. Caster level 3th.
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I need a bit of help on this subject. I would be thankful if any of you could give me suggestion on what idealistic representations should I use for the Ideal Manifest ability of the following kinds of Aligned:
-Greed
-Wrath
-Injustice
-Cowardice
-Intemperance
-Pride
-Humility
-Generosity
-Temperance
-Patience
-Charity
-Courage
Thank you beforehand.
(I will be adding more aligned as I work on them)
Aligned divide in many types, each one representing a certain area of an alignment. Some of them represent humility, others represent envy, injustice, and courage. And in power they vary as well, being several forms of aligned on each category.
An important characteristic of these beings is that they do not have a base physical representation. Instead, they depend on physical creatures to define their own form and shape. Feeding upon the images a certain being has of an ideal, they can take that form in order to exist in the material world. Otherwise, they are merely faint ghosts, invisibles and incorporeal.
It is believed that aligned are the result of the incredible opposition that exists among different ideals, that from sheer necessity they were spawned. Regardless of their true origin, great powers have found many uses for them, sending these beings across the multiverse to do their bidding, on behalf their ideal.
Aligned understand living and intelligent creatures. After all, they are the ones who uphold the ideal archetypes upon the material world. An aligned will show itself friendly and cooperative with those creatures that prove to defend the same paradigm, and will seek help of those who may become fundamental pieces within their missions, whichever may they be.
Aligned Type: An aligned is a being composed of the forces that spring from good, evil, law, and chaos themselves.
Features: An aligned has the following features.
-6-sides Hit Dice
-Base attack bonus equal to ¾ total Hit Dice (as cleric)
-Good Will saves
-Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die
Traits: An aligned possesses the following traits (unless otherwise noted in a creature’s entry)
-Darkvision out to 60 feet.
-Immunity to poison, sleep effects, paralysis, and stunning.
-No subject to critical hits or flanking.
-Spells that restore souls to their bodies, such as Raise Dead, Reincarnate, and Resurrection, do not work on an aligned. It takes a magical effect such as Limited Wish, Wish, Miracle, or True Resurrection, to restore an aligned to life.
-Detect Alignment (Su): An aligned automatically knows the alignment of any being within 60 feet of it (the aligned must see or feel the being somehow, so this does not provide invisibility detection).
-Aligned Damage (Su): Damage dealt by an aligned is always treated as to be from it’s own alignment (so a lawful aligned will deal lawful damage)
-Aligned do not eat, sleep, or breathe.
Justice Aligned, Lesser
Small Aligned (Lawful, Extraplanar)
Hit Dice: 2d8 (7 hp)
Initiative: +1
Speed: Fly 30 ft (perfect) (6 squares)
AC: 12 (+1 Size, +1 Dex), Flat Footed 11, Touch 12
Base Attack/Grapple: +2/-2
Attacks: --
Full Attack: --
Space/Reach: 5 ft/5 ft
Special Attacks: Smite Chaos, Spell-Like Abilities
Special Qualities: Ideal Manifest, Immunity to Lawful Damage, Lesser Aura of Justice, Aligned Traits
Saves: Fortitude +0, Reflex +1, Will +5
Abilities: Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 17
Skills: Concentration +4, Diplomacy +8, Gather Information +8, Knowledge (Religion) +8, Listen +6, Move Silently +6, Search +7, Sense Motive +8, Spot +6, Survival +6
Feats: Flyby Attack
__________________________________
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignement: Always Lawful
Advancement: --
This creature is, albeit of little power, a representation of absolute and ubiquitous justice. It will strive to give what each creature truly deserves, for good or bad, designated by forces of unquestionable arbitration.
COMBAT:
Ideal Manifest (Su): A lesser justice aligned will take the shape of the first idealization of justice that comes to a nearby creature’s mind. Before manifesting, a lesser justice aligned is invisible and incorporeal, but it will take form at the first intelligent being it encounters. Depending on the idealization, the lesser justice aligned may take on of the following forms (for the matter of looks, the idealizations will have a vague resemblance to the creature’s own specie):
-Judge: The lesser justice aligned appears as a member of the groups that impose ultimate justice, dressed in heavy and long clothing and wearing a large wooden hammer. The lesser justice aligned gains the following traits:
Judging Hammer (Su): Once per round as a full-round action, the lesser justice aligned may smash the hammer it wields against any surface (this includes other creatures). When it does, the sounds of the hit will be amplified several times and then a complete silence will swallow the area. Every sound, with the exception of those caused by the lesser justice aligned itself, will be muted for 2 rounds, and everyone within 15 feet from the aligned will receive 1 point of damage per lesser justice aligned’s hit dice. The muteness affects any sounds, so spell’s verbal components, or a bards musical abilities, are blocked as well. A successful Will save, DC 15, negates damage. The save DC is Charisma-based.
Judge’s Hammer Attack: The lesser justice aligned is considered proficient with the hammer it wields on it’s judge form. It may use it as a melee weapon, dealing 1d4 points of damage upon a successful strike.
-Blind Justice: The lesser justice aligned appears as a small statue of a lean woman in robes made of white marble, holding a balance and with the eyes covered by a fold. Although it is made of stone, it moves naturally. The lesser justice aligned gains the following traits:
Blindsense (Su): The lesser justice aligned may feel anything around it within a 20 feet radius, even creatures under the Invisibility spell.
Touch of Justice(Su): The lesser justice aligned may perform a touch attack against an opponent. If successful, the target receives 1d4 points of damage. Furthermore, if the target does not succeed a Will saving throw DC 15, it will be unable to attack, cast spells, or otherwise harm creatures with less hit dices than itself for 24 hours. This effect can not be dispelled, but it can be removed by a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. The save DC is Charisma-based.
Marble Body (Ex): The body of the lesser justice aligned is made of marble under this manifestation , and thus receives a 3 natural bonus to AC.
Lesser Aura of Justice (Su): Any hostile creature within a 20-foot radius of a lesser justice aligned will receive a -2 penalty to attack rolls, AC, and saves, as long as it has a higher bonus on each than the lesser justice aligned (for example, if a creature has a better Will save than the lesser justice aligned, that creature receives a -2 penalty). A successful Will save, DC 15, negates the effect, and allows the creature to remain within the area of effect unaffected. However, if it exist the area and enter again, a new saving throw must be made. The save DC is Charisma-based.
Smite Chaos (Su): Once per day, lesser justice aligned may attempt to smite chaos with one attack. It adds a +3 Charisma bonus to the attack roll, and deals 2 extra points of damage.
Spell-like Abilities(Su): At will- Aid, Continual Flame, Detect Chaos, Protection From Chaos, Message. Caster level 3th.
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I need a bit of help on this subject. I would be thankful if any of you could give me suggestion on what idealistic representations should I use for the Ideal Manifest ability of the following kinds of Aligned:
-Greed
-Wrath
-Injustice
-Cowardice
-Intemperance
-Pride
-Humility
-Generosity
-Temperance
-Patience
-Charity
-Courage
Thank you beforehand.
(I will be adding more aligned as I work on them)