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Dinopriminals and Phantasy Prehistorium (Nym/Omarka)


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xidoraven

Explorer
Angel - Seraphim (Judaic archangel)

Okay, I know this is a veer off of our current path, but it is an angelic being (like our guardinals/dinopriminals also are), it is birdlike, and it technically does relate to the campaign setting because of the connection to the sigils which protect Nym, and the Seraphim's goals of keeping them out of the hands (talons) of Pazuzu, a fallen angel.

SERAPHIM
Large Outsider (Angel, Chaotic, Extraplanar, Good)
Hit Dice:
11d8+33 (82 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 80 ft. (good) (16 squares)
Armor Class: 28 (+4 dex, +5 masterwork mithral breastplate, +10 natural, -1 size); touch 13, flat-footed 24
Base Attack/Grapple: +11/+21
Attack: Claw +16 melee (1d6+6 hp), or bite +14 melee (1d8+3 hp), or +2 darkwood/jade spear +18 melee (or +16 ranged; 2d6+6 hp; x3 crit, 20 ft. range incr.), or +3 cold iron flaming bastard sword +19 melee (2d8+6 hp, plus 1d6 fire; 19-20/x2 crit), or +4 adamantine evil outsider bane trident +20 melee (or +18 ranged, or +22 melee against evil outsiders; 2d6+6 hp, plus 2d6 against evil outsiders; x2 crit), or wing slam +16 melee (1d6+6 hp, plus stunning wing strike)
Full Attack: Bite, or claw, or spear, or sword, or trident, or wing slam (any 3, secondary natural attacks take -2 w/ Multiattack)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, stunning wing strike, burning righteousness
Special Qualities: Challenge of holy divergence, damage reduction 12/adamantine, evil, law or magic, darkvision 60 ft., immune to acid, cold, petrification, charms, and compulsions, outsider (angel) traits, protective aura, resistance to electricity 10 and fire 10, spell resistance 16 (20 against evil spells and spell effects from evil outsiders), superior low-light vision, tongues, uncanny dodge
Saves: Fort +10 (+4 vs. poison), Ref +11, Will +10
Abilities: Str 22, Dex 18, Con 16, Int 19, Wis 16, Cha 21
Skills: Balance +13, Concentration +13, Craft (Sigilry - or any one) +18, Decipher Script +11 (+2 synergy bonus – Knowledge-Sigilry), Diplomacy +16, Heal +13, Knowledge (Arcana) +14, Knowledge (Planes/Cosmology) +16, Knowledge (Religion) +16, Knowledge (Sigils, Seals, Runes & Glyphs - or History) +19 (+1 synergy bonus – Decipher Script), Intimidate +15, Listen +15, Sense Motive +13, Search +14, Spot +23, Survival +13 (+17 on other planes), Tumble +14, Use Rope/Chain +9
Feats: Alertness, Exalted Spell Resistance [FONT=&quot]†[/FONT], Flyby Attack (B), Improved Unarmed Attack (B), Multiattack (B), Multi-Weapon Fighting, Wingover
Environment: Any chaotic or good aligned plane, air dominant planes, and the astral plane are all considered native planes
Organization: Solitary, pair, troop (3-5), eyrie (3-8 seraphim plus 1-4 celestial giant eagles), or host (5-12 seraphim plus 3-8 astral devas, and 2-6 celestial giant eagles or owls)
Challenge Rating: 11
Treasure: triple standard items, double goods, standard coins
Alignment: Usually chaotic good (see Challenge of Holy Divergence, below)
Advancement: 12-18 HD (Large), 19-24 HD (Huge)
Level Adjustment: +9

This looming bird-like creature has a somewhat humanoid appearance and posture, although the similarity ends there. A large beaked face, clawed talons on their hands and feet, and vibrantly colored plumage assail the eyes, and a burning sense of holiness emanates from this strange celestial being. Two large wings jut up from its back, and many other smaller pairs extend from various points on the body as well – the largest of these secondary wing pairs being the ones near the shoulders and waistline; others sprout forth from the wrists, ankles, and other portions of the torso and appendages including one wing-like crest along the back of the head. Its eyes appear feral and untamed, while its posture asserts a confidence like that of a general hardened by many years of war and bloodshed.

The seraphim (singular: ‘seraph’) are one of the oldest and holiest castes of angels ever brought into existence; they are also one of the most challenged and potentially bloodthirsty, being the harbingers of holy war and divine wrath. Their reputation for being chaotic, anarchic beings who are not to be trusted comes from their being blessed (or cursed, depending on your perspective) with a changing alignment that is a direct commitment to the divine powers, and the philosophy that they will forever hold free will and independence to the highest standard. This challenge is set upon them to test their faithfulness, resolve, and immortal championship for the sake of divinity and ascension.

Known throughout the planes as being the most savage of all the angels, the seraphim are well regarded as the upper planes’ dominant warriors of faith, and have been well recorded as leading and participating in great holy wars against evil outsiders, undead infestations, and the epic activities of evil or unfaithful mortals of the material plane worlds. They wield powerful weapons of magic and might, and can strike down even the most resolved foe – mortal or immortal.

Seraphim are avian humanoid beings, covered in brightly hued feathers over their entire body save for portions of their face and appendages, which are covered in a thick scaled skin like a bird or reptile. Many large wings sprout up from its body in various places; 25 in all, including the wing-like plumage on their head. Of the twelve pairs excluding the head sail, three of them are primarily used for attack – the shoulder, upper back torso, and lower back torso pairs; all the others are functional in flight and dexterous movements, but not attack-oriented. When you look closely into their eyes, you can see multiple irises enclosing others – they have seven irises altogether, granting them incredible vision even in dim light. Seraphim can see as far as 15 miles in broad daylight with crystal clarity – granting them a +8 racial bonus to Spot checks – and their superior low-light vision allows them the same nocturnal sight as a Giant Owl.

They are most often found wielding protective armoring, incredibly powerful magic weapons, and items that could make their holy missions more effective. They are approximately 12-14 feet tall, and weigh around 800 pounds, and can have up to an 18-foot wingspan. They speak Abyssal, Celestial, Draconic, Infernal, and Sylvan, though they can speak with almost any creature capable of speech because of their tongues ability. They are also privy to several other very ancient languages – Seraphim, Chaon, Laudin, Titanic, & Arcanthium (Sigilry and Arcana) – as well as often knowing several words or passages from the Words of Creation and Dark Speech (Aleph), and several truenames of powerful individuals or elements. If your DM allows such use of these kinds of abilities, it is a storyteller’s call to what degree these are used, and they could most definitely affect the final Challenge Rating and/or Level Adjustment depending on the choices made.

Combat
Seraphim are masters of battle, being trained in the use of weaponry as well as their natural attacks, in addition to powerful and diverse spell-like abilities and racial abilities such as their burning righteousness attack. Bite attacks are considered secondary attack, while claws, wings, and armed attacks are all considered primary weaponry. When seraphim attack with their claws or wings, the first attack is considered a primary attack, and all others are secondary attacks with a -2 penalty (because of Multiattack, Multi-Weapon Fighting). All armed and unarmed attacks made by seraphim are considered magical, good aligned, and chaotic aligned for the purposes of overcoming damage reduction.

Seraphim have a unique challenge put on them at their creation that no other angel or celestial must endure, and because of this they tend to ‘fall from grace’ rather often compared to other angels and celestials – but this is all part of the Challenge of Holy Divergence, a gift given to them in respect of their protection of free will and righteous independence. Though most often serving the powers of goodness and light, seraphim can in these times of detriment be found slaying mortals for sheer pleasure or simple insanity, or committing other acts unlike their typical nature. These acts of unrighteousness are immediately forgiven, although few mortals understand the complex nature of why these angelic beings would so easily fall from grace.

Spell-like Abilities (Sp): At will – aid, continual flame, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, levitate, neutralize poison, plane shift, polymorph (self only – humanoid, angel, archon, and good-aligned magical beast forms only), remove curse, remove disease, remove fear; 3/day – cure moderate wounds, shield other, true seeing; 2/day – dimensional anchor, improved invisibility, magic circle against evil (self only); 1/day – atonement, hallow, heal, flame strike, meteor storm. Caster level 16th (1.5x HD); save DCs are Charisma based.

Stunning Wing Strike (Ex)[FONT=&quot]:[/FONT] Despite being lightweight, a seraph’s bones are incredibly sturdy and firm, and can knock an opponent with enough force to stun them. If a seraph strikes an opponent twice in one round with their wings, that creature must succeed on a DC 21 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based (10 + ½HD + Str).

Burning Righteousness (Su)[FONT=&quot]:[/FONT] A seraph can beat any four of its wings as a standard action whether while standing or in flight to generate a searing wave of heat and divine power that deals 2d6 points of non-igniting fire damage and 1d6 holy damage to all creatures within a 20-foot radius. Non-evil creatures that make a successful Fortitude save (DC 20) take no damage, and evil creatures take half damage. Undead and evil outsiders take half the fire damage, and all of the holy damage, save for that damage absorbed by damage reduction. The save DC is Cha-based (10 +½ HD +5). No changes are made to the alignments of those affected, even while during a period of a seraph’s challenge (see below) – for example, if a seraph’s challenges causes them to become evil, that creature is still affected by the searing heat and divine power of goodness emanating from the re-aligned seraph.
[FONT=&quot]
[/FONT]
Challenge of Holy Divergence (Ex): Long ago, seraphim were given divine blessings, one of which was a challenge to their very devotion to the divinities, which would incorporate their fierce protection of free will, independence, and passionate lives of destiny. Every once in a while, seraphim undergo a change that affects their alignment, persona, and elements of how they deal with others. It is a divine challenge which they see as a blessing, even though others may see it as a curse.

Every 1d4 years (300-850 days), seraphim experience a divine alignment change that challenges their ability to be devoted to the highest ideals of goodness and independence. It is considered a blessing by their race, even though the changed alignment of seraphim can seem like a curse to others who are affected by the newly divergent creatures. When the shift occurs, they must make a Willpower save (DC 26) or else change alignment (see table below). The shift in personality affects all aspects of their perception and attitude, and it requires a strong will in order to return to the path of goodness they previously walked. Every month (30 days), seraphim may make a new Willpower save (the save DC increases by cumulative +2 every time it is rolled) to change back to their previous or natural alignment.

This effect does not change the angel’s subtype for the purposes of overcoming damage reduction or aligned attacks, nor does it affect the relationship to the alignments affected by its Burning Righteousness ability – the seraphim are inherently good and chaotic in nature, and that essence of them is protected, however their perspective and alignment are not. They do not suffer any other penalties, level adjustment or any other changes for changing alignment after initial creation. Diplomacy, bluff, intimidate and similar social checks made may be difficult until a character begins to sense the motive of the creature, and recognizes that the entire being’s personality and conscience may have change in an instant without any notice. There are no Spot or Sense Motive bonuses or penalties to recognize that a seraph has undergone its challenge – it simply happens instantaneously. Being incredible warriors, this can make for a very shocking and surprising turn of events if witnessed or experienced first-hand. A seraph may detect his own alignment shift without confusion or unwilling expression with a Wisdom check (DC 10 +½ HD, or 15 for a standard seraph). They may choose to react or express their recognition if they please.

Table S-1: Seraphim; Challenge of Holy Divergence - Random Alignment Shift
[FONT=&quot]% roll[/FONT]
[FONT=&quot]New Alignment[/FONT]
[FONT=&quot]96-00[/FONT]​
[FONT=&quot]No change[/FONT]
[FONT=&quot]59-94[/FONT]​
[FONT=&quot]Chaotic Neutral[/FONT]
[FONT=&quot]21-58[/FONT]​
[FONT=&quot]Neutral Good[/FONT]
[FONT=&quot]16-20[/FONT]​
[FONT=&quot]Lawful Neutral[/FONT]
[FONT=&quot]11-15[/FONT]​
[FONT=&quot]True Neutral[/FONT]
[FONT=&quot]7-10[/FONT]​
[FONT=&quot]Chaotic Neutral[/FONT]
[FONT=&quot]5-6[/FONT]​
[FONT=&quot]Chaotic Evil[/FONT]
[FONT=&quot]3-4[/FONT]​
[FONT=&quot]Neutral Evil[/FONT]
[FONT=&quot]1-2[/FONT]​
[FONT=&quot]Lawful Evil[/FONT]

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 angel. 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 angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn.

Superior Low-light Vision (Ex): A seraph can see five times as far as a human can in dim light, and its daytime vision is so acute that it can spot something with perfect clarity up to 15 miles away. It also has a +8 racial bonus to Spot checks made in any bright or dim light.

Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Uncanny Dodge (Ex): A seraph retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 15th level. It can flank characters with the uncanny dodge ability as if it were an 11th-level rogue.


Society / Culture
Seraphim language predates Celestial by several millennia according to Prime Material scholars and Celestial lore, and in fact has been shown to be a direct influence on the Celestial language and script. It is therefore thought that the Celestial language, culture, and all of its inherent intricacies are direct descendants of Seraphkind’s influence in a long-bygone era. Many aspects of Seraphim culture has been lost to the ages in terms of physical evidence, and it is thought that their culture actually began on a Material Plane world or worlds and that the race gained immortality and Outsider status through some form of racial ascension. Seraphim are loathe to share their knowledge of their cultural past or traditions with anyone outside of their own kind, though some mortals and other outsiders have been lucky in overhearing various discussions between these creatures relating to the Challenge of Holy Divergence and its cultural implications on their mentality and place within the cosmos. They are seen by very few as being truly angelic and holy beings, even though their natures are that of the highest divinity and righteous goodness. They value personal freedom above all other things, and will fight to the death to defend it in themselves and others. They value mortals, but not nearly as much as they value the continuing ascendance of other good-aligned angelic beings and related outsiders, whom they treat as peers or equal in status. They fight against devils with a passion unequaled in many other races, and demons are often put in the same boat – although it has been known for a Seraph to find mercy on a demon which showed the same passion for independence that they show and which does not directly cause evil, death, or havoc under the circumstances in which the two meet.

Creatures as Characters
Traits

Variants

...

Jewish Angelic Hierarchy: Jewish angelic hierarchy - Wikipedia, the free encyclopedia
 
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xidoraven

Explorer
Did I lose you to the lure of demonic mesozoic beasties? :p ;) I am still trying to keep involved. I am getting a lot of input and feedback about the Guardinals as well as the Beastlands on the Planescape forum, as well as a few ideas that might help form the basis of our dinopriminal historical background.

Have I shown you my work with languages and ancient prophecies yet? It's called the Grammaticum Primeaval - and some of the ideas I used there when it comes to language and the history of speech and cultures could help back up some of the things I am learning about the planes and how the first cultures interacted and evolved into what we see currently in our planar adventures based on the standard Great Wheel D&D cosmology.

The last few things that I did that I would really like your thoughts or actions on are the updates to the Poseidonal and the Parodinal flavor text and suggested feat changes. The Seraphim write-up is not necessary for us here right now, but it does relate to the campaign setting and storyline of Nym being protected by divine sigils and ancient pacts made by the divinities (including some dinopriminals and Faunarian leaders with divine rank). Plus, I miss hearing from you and it would be great to talk at least once more before I have to move (or maybe become homeless again). ;)
-will
 

xidoraven

Explorer
soooooo..... hmmmmm..... :/

So, I think I may have run into a small problem with regard to any form of publishing by any form of established company that may have to do with posting information like this openly and freely on the web.

I think we may have screwed ourselves (or well, maybe not us, but me rather) by posting all this information openly on a forum like this. According to intellectual property laws and concerned sites and parties involved, I don't think that either one of us actually own anything that we have posted here. Sure the ideas might have been ours, but the way other companies are looking at material that is posted here currently (even if we take it all down in preparation for a publication of any form) - they wouldn't touch it with a ten-foot pole. If it's been posted online at any time, they wouldn't have full rights to it if and when published, so pretty much everything I have written so far, including what we have composed cooperatively here, is out of the question with any of the larger publication companies.

My next concept in trying to find a solution to this would be to consider self-publication through an authoring company such as authorhouse.com or another equivalent competitor for online self-publication. Not really the best option in the world, and not possible to do any trademarking (and really screwing us over from using anything referenced but not specifically SRD material). I don't think this last concern is one that would affect the dinopriminals concept directly since we so far use only SRD and homebrew material, but anything including all of our dinosaur/prehistoric animal ideas on this forum and the other would be out the door, I think. :(

Anyways, I am still going to continue working on it as though that is my final goal with the material, but I am thinking it might have just fallen through on me. In any case, I am going to be learning a few things about the Pathfinder RPG formatting (similar in many cases to 3.5e D&D), as well as converting and writing in 4e - just to make sure that anything new that I make (on my computer and sent via email/private media to partners, ie - you and others helping with projects like this) is still marketable if the big wigs will accept a pitch for new material.


Okay, so to be clear on what should happen here soon: I will continue posting new material, and we will need to make the revisions we have been talking about (if you can't make the ones to your own posts, I can copy them and make a separate posting with updated information). Beyond that, I would like to make sure that every race has alternative information for non-Sigilry using variations, in case readers wouldn't specifically be using that system in concurrence with these critters. After that, and making sure that the ecology lists are filled with the work on the other thread for revising and finalizing dino/prim stats, I will come up with some ecology tables and related media for dealing with all the critters in the campaign setting I am making. I will also try and finalize my maps, so I can point out regions where I am focusing certain aspects of the material, so that you can see where and how some material will be more applicable to certain issues, as compared to others.

I already have a near-finished packet of material related to player races, but many of them are previously published and not SRD material, so I have to make simple references without copying information, or else rename and rework everything to be close but not exactly the same as previously printed material - this would include D&D, Dragon/Paizo, and third-party materials that I have been using and referencing in the setting ideas. I am also gonna have to look at the specifics of the legal stuff related to WotC forums.... We might not have rights to anything that is created, posted, and hosted permanently on that site. :S That could be a problem, especially if you guys really enjoy working on the dino-fiends, and also just as important to any of the other material we have put together for dinos/prims.

I have seriously considered working with ENWorld crew members/owners to really figure out what could be done or worked with that will keep us in good standing with them and still able to do printed versions of material made on these forums (I have a good feeling about that part, at least), but the other companies are going to be WAY more difficult to deal with in terms of what we "own" and can publish and/or redistribute - whether for profit or under our names (IP legals). I hate this :):):):)... It's why I am an artist, and not a lawyer. Oh well.

More to come.....
 

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