Here's the most recent write-up for Ariel.
As always, constructive criticism appreciated.
ARIEL, Kerubim, The Lion of the Righteous Gods
Kerubim, Paladin 20 CR 43; Large Outsider (Celestial); HD 20d8+160 and 20d10+160; hp 680; Init +9; Spd 70 ft., fly 120 ft. (perfect); AC 47, touch 17, flat-footed 42; Atk +46/+41/+36/+31 melee (1d8+16+ 2d6 (fiend bane) + 1d6 (fire) + 2d6 (holy)/17-20/x2+2d6 (fiend bane) + 1d10 (fire) + 2d6 (holy) + death (vorpal) Heaven's Roar, +5 fiend-bane longsword), or +34/+29/+24/+19 ranged (ranged attack or spell); Face/Reach 5 ft. by 5 ft./10 ft.; SA celestial song, holy beacon, stun (mace only), spell-like abilities, Heavenly Breeze, Roar of the Heavens, smite evil 2/day (+9 to attack, +20 to damage); SQ Kerubim Qualities, detect evil, discern lies, holy touch, turn undead 12/day (cleric 10), uncanny dodge, aura of courage, divine grace, lay on hands (180 hp), remove disease (6 per week), special mount, turn undead 12/day (cleric 18), DR 20/+3, regeneration 8, SR 55; AL LG; SV Fort +39, Ref +33, Will +38; Str 32, Dex 21, Con 26, Int 20, Wis 24, Chr 28. 10' tall
Skills and Feats: Concentration +51, Craft (armor smith) +26, Craft (weapon smith) +26, Diplomacy +29, Escape Artist +28, Handle Animal (celestial lion) +32, Heal +30, Hide +16, Intimidate +20, Knowledge (arcane) +16, Knowledge (Outer Planes) +28, Knowledge (religion) +31, Knowledge (war) +28, Listen +36, Move Silently +25, Ride +28, Sense Motive +22, Spellcraft +9, Spot +36. Alertness, Cleave, Dodge, Extra Smiting, Fly-by Attack, Great Cleave, Improved Critical (longsword), Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Focus (longsword).
Kerubim Qualities: Ariel is immune to acid, cold, electricity, and petrification; he possesses fire resistance 30 and receives a +4 save against poisons. He may communicate as if under the effects of the tongues spell. As a free action during his turn, Ariel may generate a protective aura which acts as a double strength magic circle against evil and as a globe of invulnerability, both cast as a 20th level Sorcerer; the aura can be dispelled, but Ariel can create it again as a free action on his turn.
Holy Touch (Ex): Ariel's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Certain types of weapons receive additional benefits. Any slashing weapon functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +5 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Ariel sets the weapon down, it loses the enhancement.
Spell-Like Abilities: At will - aid, castigate, continual flame, dispel evil, dispel magic, flamestrike, hallow, holy aura, holy smite, improved invisibility, lesser restoration, mirage arcana, polymorph self, remove curse, remove disease, remove fear, silence, true seeing; 7/day - cure light wounds, see invisibility; 6/day - blade barrier, clairaudience/clairvoyance, cure serious wounds. 3/day - heal, resurrection, righteous wrath of the faithful, symbol (any); 1/day - true resurrection; 1/week - miracle. These abilities are as spells cast by a 27th level sorcerer (save DC 19 + spell level).
Celestial Song (Su): Once per day as a standard action, Ariel can sing a Celestial Song. All mortal beings within 30 feet of Ariel receive a Will save DC 29. Those that fail are subject to one of two effects determined by Ariel. Ariel can opt to calm emotions (which he casts as a 20th level Sorcerer) or he can induce awe. When inducing awe, all good beings within the radius that fail are stunned by the Kerubim, finding themselves unable to take any offensive action against the Kerubim, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at the Celestial in awe. Evil creatures behave as if affected by fear.
Holy Beacon (Su): However, Ariel may issue a Holy Beacon as a free action once a day. The Beacon extends for nine miles of Ariel's location when issued. All goodly beings within the radius immediately sense that Ariel, a servant of goodness, is in need of assistance and will rush to him with all possible speed. Alerted beings instantly know Ariel's precise location, his current status (health, etc.), any adversaries Ariel is aware of, and the nature/goal of the Beacon. If used in the Planes, there is a 9% chance that one of the Heralds of Holiness, particularly Rafiel, will hear the call regardless of Ariel's location. Ariel has only used his Beacon two or three times over the past 500,000 years, and only when he gets into combat against the forces of the Gray Wastes in neutral territory, like the Outlands. Sure of his own strength and might, Ariel is usually more than capable enough to handle any conflict.
Heavenly Breeze (Ex): Although a powerful warrior, Ariel has dedicated himself to curing all ailments of the body and the soul, hoping to do what little a former servant of Heaven can do for mortals. 3/day, with a gentle flap of his tremendous, feathered wings, Ariel can issue a Heavenly Breeze. The Breeze has three simultaneous spell-like effects, all performed as if cast by a 20th level Sorcerer under the effects of the Empowered Feat. The Breeze will cure disease, cure critical wounds, and grant restoration to all within the 90 foot cone before Ariel. Ariel can determine if a being is granted this boon or not. Although he's loathed to use this gift in the following manner, Ariel can cause the reverse of the above spells (contagion, inflict critical wounds, and poison) once a day.
Roar of the Heavens (Su): There are few things Ariel hates, but Fiends and evil are on the list. When faced with a terrible evil or the threat of the denizens of the Depths Below, Ariel can issue his famous Roar of the Heavens. All evil beings within 90 feet of Ariel may perform a Fortitude DC save 28; those that fail are slowed, suffer a -2 circumstance penalty to attacks, damage, and saves, are deafened, and suffer 9d6 points of damage (half of it holy, the other half sonic). Those that manage to save only suffer the damage. Fiends, in addition to suffering from the above effects, also take an additional 24 points of damage, holy and sonic, each round they are within 90 feet of Ariel for nine rounds after the Lion of the Gods issued his Roar.
Regeneration (Ex): Ariel takes normal damage from unholy weapons of at least +6 enchantment.
Paladin spells per day: 5/5/5/4. Base DC 17 + spell level. Caster level 20th.
Possession: Ariel always carries his sword, Heaven's Roar, a beautiful sword that has a blade resembling a shaft of light with a hilt of gold. A gift from the Virtues of the Seven Mounting Heavens of Celestia, Ariel continues to carry the sword despite his banishment from the Heavens. Ariel also always wears an elaborate +5 breastplate of freedom, weightless armor that does not impose any skill or Dexterity penalties, and a +2 small steel shield. Ariel likely has access to other treasure, although it is probably hidden in his unknown base of operations.
Sky Talon: Ariel is always accompanied by his "mount," Sky Talon, a celestial Dire Lion of tremendous size. To date, Ariel has not shared how he came upon this truly magnificent animal, but the two are inseparable. Sky Talon is never more than a mile from Ariel and can instantly sense when his master and friend requires his aid.
Ariel, the Lion of the Righteous Gods, was once a powerful Astral Deva who persecuted the Fiends of the Depths Below to a degree beyond that of most other Celestials. Working under the auspices of the fearsome Virtue of Justice, Ariel was given free reign to pursue justice at all costs. During the millennia of his many quests, Ariel came to the aid of the Herald of Holiness, Rafiel, forging a deep friendship with the arch-Celestial that would be of great value in the future.
The Supreme Virtue of Mount Celestia, growing wary of the regular interference of Celestials in matters related to the Depths Below and the Prime, and fearing another Great Fall, come to issue a decree that would limit the activities of Heavenly (lawful) Celestials not directly tied to the gods. This edict required that the likes of Ariel withdraw from regular engagements with the forces of Evil in accordance to the Celestial Host. Although the Virtue of Justice had no choice but to accept the decree of his liege, Ariel refused, claiming that to allow the evil of the infernal regions to grow unabated would lead to the eventual collapse of the Prime Material Plane, and eventually the Skies Above. Ariel continued his personal quest and, for his obstinance, the Supreme Virtue banished him from Mount Celestia.
Since, Ariel has continued to undertake quests in pursuit of justice and healing, ever ready to war with Fiends, particularly disease and lie spreading Yugoloths. Although he laments the decree of Heaven, Ariel is not angered with his former masters and continues to receive aid (covertly) from the Virtue of Justice. He is also always welcome in Elysium, where his long time friend and current mentor, Rafiel, assists him. Ariel also finds himself called on by various good gods to perform quests, most of them related to aiding powerful mortal servants as they fight against powerful evils, particularly Fiends.
Ariel appears as a tremendous, beautifully built man with tawny, beige skin, long black and gold hair, and tremendous muscles. A golden breastplate and fluttering red cloak dominate his chest, while his huge, white feathered wings flare from his back. Although his face is like that of a handsome young man, when in combat, it takes on decidedly feline elements not unlike those of a cat. Ariel’s "mount," Sky Talon, is never far from his master’s side.
As always, constructive criticism appreciated.
ARIEL, Kerubim, The Lion of the Righteous Gods
Kerubim, Paladin 20 CR 43; Large Outsider (Celestial); HD 20d8+160 and 20d10+160; hp 680; Init +9; Spd 70 ft., fly 120 ft. (perfect); AC 47, touch 17, flat-footed 42; Atk +46/+41/+36/+31 melee (1d8+16+ 2d6 (fiend bane) + 1d6 (fire) + 2d6 (holy)/17-20/x2+2d6 (fiend bane) + 1d10 (fire) + 2d6 (holy) + death (vorpal) Heaven's Roar, +5 fiend-bane longsword), or +34/+29/+24/+19 ranged (ranged attack or spell); Face/Reach 5 ft. by 5 ft./10 ft.; SA celestial song, holy beacon, stun (mace only), spell-like abilities, Heavenly Breeze, Roar of the Heavens, smite evil 2/day (+9 to attack, +20 to damage); SQ Kerubim Qualities, detect evil, discern lies, holy touch, turn undead 12/day (cleric 10), uncanny dodge, aura of courage, divine grace, lay on hands (180 hp), remove disease (6 per week), special mount, turn undead 12/day (cleric 18), DR 20/+3, regeneration 8, SR 55; AL LG; SV Fort +39, Ref +33, Will +38; Str 32, Dex 21, Con 26, Int 20, Wis 24, Chr 28. 10' tall
Skills and Feats: Concentration +51, Craft (armor smith) +26, Craft (weapon smith) +26, Diplomacy +29, Escape Artist +28, Handle Animal (celestial lion) +32, Heal +30, Hide +16, Intimidate +20, Knowledge (arcane) +16, Knowledge (Outer Planes) +28, Knowledge (religion) +31, Knowledge (war) +28, Listen +36, Move Silently +25, Ride +28, Sense Motive +22, Spellcraft +9, Spot +36. Alertness, Cleave, Dodge, Extra Smiting, Fly-by Attack, Great Cleave, Improved Critical (longsword), Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Focus (longsword).
Kerubim Qualities: Ariel is immune to acid, cold, electricity, and petrification; he possesses fire resistance 30 and receives a +4 save against poisons. He may communicate as if under the effects of the tongues spell. As a free action during his turn, Ariel may generate a protective aura which acts as a double strength magic circle against evil and as a globe of invulnerability, both cast as a 20th level Sorcerer; the aura can be dispelled, but Ariel can create it again as a free action on his turn.
Holy Touch (Ex): Ariel's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Certain types of weapons receive additional benefits. Any slashing weapon functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +5 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Ariel sets the weapon down, it loses the enhancement.
Spell-Like Abilities: At will - aid, castigate, continual flame, dispel evil, dispel magic, flamestrike, hallow, holy aura, holy smite, improved invisibility, lesser restoration, mirage arcana, polymorph self, remove curse, remove disease, remove fear, silence, true seeing; 7/day - cure light wounds, see invisibility; 6/day - blade barrier, clairaudience/clairvoyance, cure serious wounds. 3/day - heal, resurrection, righteous wrath of the faithful, symbol (any); 1/day - true resurrection; 1/week - miracle. These abilities are as spells cast by a 27th level sorcerer (save DC 19 + spell level).
Celestial Song (Su): Once per day as a standard action, Ariel can sing a Celestial Song. All mortal beings within 30 feet of Ariel receive a Will save DC 29. Those that fail are subject to one of two effects determined by Ariel. Ariel can opt to calm emotions (which he casts as a 20th level Sorcerer) or he can induce awe. When inducing awe, all good beings within the radius that fail are stunned by the Kerubim, finding themselves unable to take any offensive action against the Kerubim, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at the Celestial in awe. Evil creatures behave as if affected by fear.
Holy Beacon (Su): However, Ariel may issue a Holy Beacon as a free action once a day. The Beacon extends for nine miles of Ariel's location when issued. All goodly beings within the radius immediately sense that Ariel, a servant of goodness, is in need of assistance and will rush to him with all possible speed. Alerted beings instantly know Ariel's precise location, his current status (health, etc.), any adversaries Ariel is aware of, and the nature/goal of the Beacon. If used in the Planes, there is a 9% chance that one of the Heralds of Holiness, particularly Rafiel, will hear the call regardless of Ariel's location. Ariel has only used his Beacon two or three times over the past 500,000 years, and only when he gets into combat against the forces of the Gray Wastes in neutral territory, like the Outlands. Sure of his own strength and might, Ariel is usually more than capable enough to handle any conflict.
Heavenly Breeze (Ex): Although a powerful warrior, Ariel has dedicated himself to curing all ailments of the body and the soul, hoping to do what little a former servant of Heaven can do for mortals. 3/day, with a gentle flap of his tremendous, feathered wings, Ariel can issue a Heavenly Breeze. The Breeze has three simultaneous spell-like effects, all performed as if cast by a 20th level Sorcerer under the effects of the Empowered Feat. The Breeze will cure disease, cure critical wounds, and grant restoration to all within the 90 foot cone before Ariel. Ariel can determine if a being is granted this boon or not. Although he's loathed to use this gift in the following manner, Ariel can cause the reverse of the above spells (contagion, inflict critical wounds, and poison) once a day.
Roar of the Heavens (Su): There are few things Ariel hates, but Fiends and evil are on the list. When faced with a terrible evil or the threat of the denizens of the Depths Below, Ariel can issue his famous Roar of the Heavens. All evil beings within 90 feet of Ariel may perform a Fortitude DC save 28; those that fail are slowed, suffer a -2 circumstance penalty to attacks, damage, and saves, are deafened, and suffer 9d6 points of damage (half of it holy, the other half sonic). Those that manage to save only suffer the damage. Fiends, in addition to suffering from the above effects, also take an additional 24 points of damage, holy and sonic, each round they are within 90 feet of Ariel for nine rounds after the Lion of the Gods issued his Roar.
Regeneration (Ex): Ariel takes normal damage from unholy weapons of at least +6 enchantment.
Paladin spells per day: 5/5/5/4. Base DC 17 + spell level. Caster level 20th.
Possession: Ariel always carries his sword, Heaven's Roar, a beautiful sword that has a blade resembling a shaft of light with a hilt of gold. A gift from the Virtues of the Seven Mounting Heavens of Celestia, Ariel continues to carry the sword despite his banishment from the Heavens. Ariel also always wears an elaborate +5 breastplate of freedom, weightless armor that does not impose any skill or Dexterity penalties, and a +2 small steel shield. Ariel likely has access to other treasure, although it is probably hidden in his unknown base of operations.
Sky Talon: Ariel is always accompanied by his "mount," Sky Talon, a celestial Dire Lion of tremendous size. To date, Ariel has not shared how he came upon this truly magnificent animal, but the two are inseparable. Sky Talon is never more than a mile from Ariel and can instantly sense when his master and friend requires his aid.
Ariel, the Lion of the Righteous Gods, was once a powerful Astral Deva who persecuted the Fiends of the Depths Below to a degree beyond that of most other Celestials. Working under the auspices of the fearsome Virtue of Justice, Ariel was given free reign to pursue justice at all costs. During the millennia of his many quests, Ariel came to the aid of the Herald of Holiness, Rafiel, forging a deep friendship with the arch-Celestial that would be of great value in the future.
The Supreme Virtue of Mount Celestia, growing wary of the regular interference of Celestials in matters related to the Depths Below and the Prime, and fearing another Great Fall, come to issue a decree that would limit the activities of Heavenly (lawful) Celestials not directly tied to the gods. This edict required that the likes of Ariel withdraw from regular engagements with the forces of Evil in accordance to the Celestial Host. Although the Virtue of Justice had no choice but to accept the decree of his liege, Ariel refused, claiming that to allow the evil of the infernal regions to grow unabated would lead to the eventual collapse of the Prime Material Plane, and eventually the Skies Above. Ariel continued his personal quest and, for his obstinance, the Supreme Virtue banished him from Mount Celestia.
Since, Ariel has continued to undertake quests in pursuit of justice and healing, ever ready to war with Fiends, particularly disease and lie spreading Yugoloths. Although he laments the decree of Heaven, Ariel is not angered with his former masters and continues to receive aid (covertly) from the Virtue of Justice. He is also always welcome in Elysium, where his long time friend and current mentor, Rafiel, assists him. Ariel also finds himself called on by various good gods to perform quests, most of them related to aiding powerful mortal servants as they fight against powerful evils, particularly Fiends.
Ariel appears as a tremendous, beautifully built man with tawny, beige skin, long black and gold hair, and tremendous muscles. A golden breastplate and fluttering red cloak dominate his chest, while his huge, white feathered wings flare from his back. Although his face is like that of a handsome young man, when in combat, it takes on decidedly feline elements not unlike those of a cat. Ariel’s "mount," Sky Talon, is never far from his master’s side.
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