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<blockquote data-quote="Jeph" data-source="post: 1123478" data-attributes="member: 6738"><p>While we're on the topic of Religion in the game...</p><p></p><p><span style="font-size: 12px"><u>The Celestial Host</u></span></p><p></p><p> The Celestial Host of Baalel is vast and powerful, but certain Angels are more favored than others. Such angels have not pulled themselves to a higher rank, but instead are simply created as superior: the purpose of an Angel is to serve Baalel, and nothing more. Thus, they have no thirst for power, no desire to advance themselves, and no greed that motivates them to gain dominion over their peers. As all Angels can be seen as a reflection of Baalel, they all share his alignment, which is Lawful Good. Baalel’s Domains are Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War. Their personality of any given Angel tends to be an amalgam of the essences of these paradigms.</p><p></p><p> There are four Angelic Orders, although the individual Angels within each Order may have vastly varying capabilities and strengths. The highest order are the Powers, of which there are only eighty-nine. The Powers are the paragons of Baalel’s Domains, and each of the nine Domains has nine corresponding Angels of this high order. Second to the Powers in strength are the Missions, or Angels charged with carrying out a specific task. The abilities of a Mission tend to vary with their godly Mandate and are highly specialized. Below the Missions are the Signs, by some said to be the lowest order of true Angels and by all acknowledged to be the most numerous of the Celestial Host. Signs act as imparters of knowledge and forebearers of events, charged with answering divinations and communes. Signs each have a certain area of expertise or prescience about which they are the true sage, and these areas can be as finite or as broad as Baalel wills. Last are the Virtues, not even considered to be true angels by some. The Virtues are the souls of the faithful and the favored, the godly reincarnation of deceased mortals who live on to bask in the glory of their Lord for eternity. Virtues typically appear as they did in life, although more serene and beautiful.</p><p></p><p><span style="font-size: 12px"><u>Capabilities of the Host</u></span></p><p></p><p> All Angels posses certain generic gifts and traits that are common to every member of the Host. These capabilities are defined below.</p><p></p><p> Lay on Hands (Sp): As a full round action, an Angel may lay their hands upon a mortal and cause their injuries and maladies to evaporate. By taking a full round action and touching a mortal creature, an Angel can cure the target of a number of points of damage equal to the Angel’s Hit Dice plus their Charisma modifier. Alternatively, they may eliminate poisons and diseases from the target, as the spells Nuetralize Poison and Remove Disease, as if cast by a Cleric with a level equal to the angel’s Hit Dice.</p><p></p><p> Wrath of the Righteous (Ex): Any member of the Celestial Host gains a +2 bonus to attack and damage rolls against creatures of Chaotic Nuetral or Nuetral Evil alignment. Against Chaotic Evil enemies, this bonus increases to +4.</p><p></p><p> Immunities (Ex): All Angels are immune to electricity, fire, and petrification attacks, as well as poisons and any disease not of supernatural origin.</p><p></p><p> Resistances (Ex): Members of the Celestial Host have cold and acid resistance 20.</p><p></p><p> Smite Evil (Su): Once per day, any Angel may make an attack against an Evil creature that gains a bonus to the attack roll equal to the Angel’s Charisma modifier and deals extra damage equal to their Hit Dice.</p><p></p><p> Keen Vision (Ex): All celestials have low-light vision and darkvision that extends a number of feet equal to the Angel’s Wisdom score multiplied by 5.</p><p></p><p> Detect Evil (Sp): All Angels may use the spell Detect Evil at will.</p><p></p><p><span style="font-size: 12px"><u>The Angels</u></span></p><p></p><p><strong>Name/Type: </strong>Power/Large Outsider (Good)</p><p><strong>Hit Dice: </strong> 20d8+140 (130 hp)</p><p><strong>Initiative: </strong> +7 (+7 Dex)</p><p><strong>Speed: </strong> 50 feet, fly 150 feet (Good)</p><p><strong>Armor Class: </strong> 35 (-1 size, +7 dex, +7 Insight, +7 Deflection, +5 Natural)</p><p><strong>Attacks:</strong> Huge +5 Keen Flaming Burst Greatsword +32/+27/+22/+17 melee</p><p><strong>Damage: </strong>Huge +5 Keen Flaming Burst Greatsword 2d8 + 15 + 1d6 fire</p><p><strong>Face/Reach: </strong> 5 feet by 5 feet/10 feet</p><p><strong>Special Attacks: </strong>Spell-Like Abilities, Spells</p><p><strong>Special Qualities:</strong> Damage Reduction 25/+4, SR 30, Host Capabilities, Domain Ability, Fast Healing 17</p><p><strong>Saves: </strong> Fortitude +19, Reflex +19, Will +19</p><p><strong>Abilities: </strong> Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25</p><p><strong>Skills: </strong> Knowledge or Craft (Any 5) +27, Diplomacy +27, Intimidate +27, Sense Motive +27, Spellcraft +27, Concentration +27, Listen +22, Spot +22, two other skills at +27 that vary by associated Domain</p><p><strong>Feats:</strong> Spell Penetration, Improved Spell Penetration, Augment Summoning, and two other feats that vary by associated Domain</p><p><strong>Advancement: </strong>A Power gains 1 additional Ability point per HD past the 20th. They have an Insight bonus to AC equal to their Wis modifier, a Deflection bonus to AC equal to their Cha modifier, and a Natural Armor bonus to AC equal to their Con modifier minus 2. Powers have Damage Reduction equal to their Con score which can be negated with a weapon with an enhancement at least equal to their HD divided by 5 and Fast Healing equal to one half their HD plus their Con modifier. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, possess one Feat per 4 HD, gain 15 Skill Points per HD past the 20th, and Skill Points equal to their HD per +1 increase in their Intelligence modifier. They have Spell Resistance equal to their HD plus 10.</p><p></p><p> Spell-Like Abilities: At Will--the 1st level spell of the Power’s Domain. 5/day--the 2nd, 3rd, 4th, and 5th level spells of the Power’s Domain. 3/Day--the 6th and 7th level spells of the Power’s Domain. 1/Day--the 8th and 9th level spells of the Power’s Domain. These abilities are as the spells cast by 20th level Cleric (save DC 17 + spell level). In addition, they may cast any spell from another of Baalel’s domains or 5th level or lower 5 times per day, and one other such spell of 8th level or lower twice per day.</p><p></p><p> Spells: Powers may cast divine spells as a 20th level Cleric with access to the Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War Domains (save DC 17 + spell level).</p><p></p><p> Host Capabilities: Lay on Hands (27 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+7 attack, +20 damage) Low Light Vision, 125 foot Darkvision, Detect Evil at will.</p><p></p><p> Domain Ability: A Power gains the benefit of the granted ability of their representative Domain. Use the Power’s HD as their effective Clericl level, when required.</p><p></p><p> Skills and Feats: Good--Heal, Perform; Extra Smiting, Sacred Spell. Healing--Heal, Alchemy; Subdual Substitution, Skill Focus (Heal). Knowledge--Scry, Alchemy; Alertness, Scribe Scroll. Law--Profession (Lawyer), Bluff; Skill Focus (Sense Motive), Iron Will. Protection--Heal, Gather Information; Great Fortitude, Endurance. Strength--Swim, Climb; Power Attack, Cleave. Sun--Heal, Wilderness Lore; Empower Spell, Maximize Spell. Travel--Ride, Wilderness Lore; Mounted Combat, Run. War--Weapon Specialization (Greatsword), Improved Initiative.</p><p></p><p><strong>Name/Type: </strong> Mission/Large Outsider (Good)</p><p><strong>Hit Dice: </strong> 15d8+60 (127 hp)</p><p><strong>Initiative:</strong> +8 (+4 Dex, +4 Improved Initiative)</p><p><strong>Speed: </strong>60 feet, fly 180 feet (Perfect)</p><p><strong>Armor Class: </strong>31 (-1 size, +4 Dex, +4 Insight, +5 Deflection, +9 Natural)</p><p><strong>Attacks:</strong> +4 Flaming Greatsword +26/+21/+16 melee, or Huge +2 Flaming Mighty Composite Longbow (+4) +21/+16/+11 ranged</p><p><strong>Damage: </strong> +4 Flaming Greatsword 2d6 + 13 + 1d6 fire, or Huge +2 Flaming Mighty Composite Longbow (+4) 1d10 + 8 + 1d6 fire</p><p><strong>Face/Reach: </strong> 5 feet by 5 feet/10 feet</p><p><strong>Special Attacks:</strong> Cleansing Flames, Spell-Like Abilities, Holy Wrath</p><p><strong>Special Qualities:</strong> DR 18/+3, SR 25, Host Capabilities, Divine Mandate</p><p><strong>Saves: </strong> Fortitude +13, Reflex +13, Will +13</p><p><strong>Abilities: </strong> Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20</p><p><strong>Skills:</strong> Knowledge or Craft (any 3) +17, Hide +17, Move Silently +17, Listen +17, Spot +17, Sense Motive +17, Intimidate +18, Concentration +17, Spellcraft +17, Diplomacy +18</p><p><strong>Feats: </strong>Improved Initiative, Weapon Focus (Greatsword), Power Attack</p><p><strong>Advancement: </strong>A Mission gains one additional Ability point per HD past the 15th. They have an Insight bonus to AC equal to their Wisdom modifier, a Deflection bonus to AC equal to their Charisma modifier, and a Natural Armor bonus to AC equal to half their Constitution score. They have DR equal to their Con score that may be negated by a weapon with an enhancement at least equal to the Mission’s HD divided by 5. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, possess one feat per four HD, and gain 12 Skill Points per HD past the 15th and Skill Points equal to their HD for each +1 increase in their Intelligence modifier. A Mission has Spell Resistance equal to their HD plus 10.</p><p></p><p> Cleansing Flames (Su): A Mission may use this ability at will, but must pay 3 Hit Points each time it does so. All characters within 100 feet of the Mission must make a Will save or burst into holy flames that deal 3d6 fire damage and the Mission’s Charisma score in Holy damage. The DC of the save is 0 for characters of Lawful Good alignment, and increases by 7 for each step away from Lawful Good a characters Alignment is. Activating Cleansing Flames is a standard action.</p><p></p><p> Spell-Like Abilities: At Will--aid, continual flame, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility, polymorph self, remove curse, remove disease, remove fear. 7/day--see invisibility, cure light wounds. 1/day--flame strike, blade barrier, gate.</p><p></p><p> Holy Wrath (Ex): Whenever the Mission gains a bonus to attack and damage rolls from the Wrath of the Righteous special ability, they deal an additional 1d6 points of Holy damage with each successful attack. When they use the Smite Evil ability, this bonus damage is increased to +2d6 Holy and +2d6 fire.</p><p></p><p> Host Capabilities: Lay on Hands (20 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+5 attack, +15 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will.</p><p></p><p> Divine Mandate (Su): All Missions have a specific task, called the Divine Mandate, that they have been charged with. Once per day, a Mission may gain a bonus equal to their HD on a single attack roll, damage roll, save, or check related to their Mandated task.</p><p></p><p><strong>Name/Type: </strong> Sign/Medium Sized Outsider (Good)</p><p><strong>Hit Dice: </strong>10d8+30 (75 hp)</p><p><strong>Initiative: </strong> +7 (+3 dex, +4 improved initiative)</p><p><strong>Speed: </strong>40 feet, fly 80 feet (Average)</p><p><strong>Armor Class: </strong> 26 (+3 Dex, +4 Deflection, +9 Natural)</p><p><strong>Attacks: </strong> +2 Flaming Longsword +17/+12 melee</p><p><strong>Damage: </strong>+2 Flaming Lonsword 1d8+7+1d6 fire</p><p><strong>Face/Reach: </strong> 5 feet by 5 feet/5 feet</p><p><strong>Special Attacks: </strong>Spell-Like Abilities, Rune</p><p><strong>Special Qualities:</strong> DR 9/+2, SR 15, Host Capabilities,</p><p><strong>Saves: </strong> Fort +11, Ref +10, Will +11</p><p><strong>Abilities: </strong>Str 20, Dex 16, Con 18, Int 16, Wis 18, Cha 18</p><p><strong>Skills: </strong> Knowledge or Craft (any 5) +13, Diplomacy +14, Sense Motive +14, Spellcraft +13, Escape Artist +13, Swim +13, Concentration +14</p><p><strong>Feats: </strong> Improved Initiative, Enlarge Spell</p><p><strong>Advancement: </strong>A Sign gains one additional Ability point per HD past the 10th. They have a Deflection bonus to AC equal to their Charisma modifier and a Natural Armor bonus to AC equal to half their Con score. They have DR equal to half their Con score that may be negated by any weapon with an enhancement bonus at least equal to their HD divided by 5 and SR equal to 10 plus one half their HD. They gain a feat when they reach 12 HD and then one more feat every 4 levels after that. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, and gain 11 Skill Points per HD past the 10th and Skill Points equal to their HD for every +1 increase in their Intelligence modifier.</p><p></p><p> Spell-Like Abilities: At will--Read Magic, Aid, Message, Protection from Evil, Blur, Light, Detect Thoughts, Invisibility, Tongues, Whispering Wind, Teleport (self plus 50 points of objects only). 3/day--Remove Curse, Remove Disease, Cure Light Wounds, Daylight, Calm Emotions, Lesser Restoration, Zone of Truth, Shield Other, Divination. 1/day--Speak with Dead, Speak with Plants, Suggestion, Mark of Justice, Hallow, Heal. Spells are cast as by a 10th level Sorcerer (Save DCs are 14 + spell level).</p><p></p><p> Rune (Sp): A Sign may invoke any of these effects by tracing a rune in the air and imbuing it with holy energy. They may use a this ability a number of times per day equal to their HD divided by two. Using any Rune is a standard action.</p><p>--Rune of Flame: One target within 100 feet is engulfed in holy flame, taking 3d6 points each of fire and holy damage. They may halve this damage with a Fortitude save (DC 19).</p><p>--Rune of Magnified Speech: By using this Rune, the Sign’s voice may be heard clearly by all creatures that have a language within their Charisma score in miles.</p><p>--Rune of Calling: 1d4 rounds after the Sign activates this Rune, another Angel is brought to their location, as the calling function of the Gate spell. A Sign that has just been called may use it’s own Rune of Calling as soon as it arrives. Because of this, a single Sign may call down entire legions of the Celestial Host within minutes.</p><p>--Rune of Lent Might: When the Sign invokes this Rune, they immediately take 3d6 points of damage. A single target within 100 feet gains temporary Hit Points equal to the amount of damage taken by the Sign. These temporary HP last for ten minutes.</p><p></p><p> Host Capabilities: Lay on Hands (14 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+4 attack, +10 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will.</p><p></p><p><strong>Name/Type: </strong> Virtue/Medium Sized Outsider (Good)</p><p><strong>Hit Dice: </strong> 5d8+5 (27 hp)</p><p><strong>Initiative: </strong> +2 (+2 Dex)</p><p><strong>Speed:</strong> 30 feet, fly 50 feet (good)</p><p><strong>Armor Class: </strong> 19 (+3 Dex, +6 Natural)</p><p><strong>Attacks:</strong> +1 Longsword +9 melee</p><p><strong>Damage:</strong> +1 Longsword 1d8+4</p><p><strong>Face/Reach:</strong> 5 feet by 5 feet/5 feet</p><p><strong>Special Attacks:</strong> Spell-Like Abilities, Torment of Sin</p><p><strong>Special Qualities:</strong> Host Capabilities</p><p><strong>Saves:</strong> Fortitude +5, Reflex +7, Will +7</p><p><strong>Abilities:</strong> Str 17, Dex 16, Con 12, Int 14, Wis 16, Cha 17</p><p><strong>Skills:</strong> Knowledge (any 3) +11, Spellcraft +7, Concentration +6, Diplomacy +7, Sense Motive +7, Listen +8, Spot +7</p><p><strong>Feats:</strong> Alertness</p><p><strong>Advancement:</strong> A Virtue gains one additional Ability point per two HD past the 5th. They gain an extra feat at 8 HD and at every 4 HD beyond that. A Virtue has a Natural Armor bonus to AC equal to one half of their Con score. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, and gain 10 Skill Points per extra HD and skill points equal to their HD for every +1 increase in their Intelligence modifier.</p><p></p><p> Spell-Like Abilities: At Will--Cure Minor Wounds, Light, Bless. 2/day--Aid, Augury, Calm Emotions, Shield Other, Alter Self, Daylight. As the spells cast by a 5th level Cleric (Save DCs are 13 + spell level)</p><p></p><p> Torment of Sin (Su): Using this Supernatural ability taks one full round of focussing on a creature of Evil alignment within 100 feet. The target creature must succeed at a Will save (DC 15) or take 1d4 plus the Virtue’s HD in Holy damage and be nauseated for 2 rounds as they are overcome by the evil of their past sins. </p><p></p><p> Host Capabilities: Lay on Hands (8 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+3 attack, +5 damage) Low Light Vision, 80 foot Darkvision, Detect Evil at will.</p></blockquote><p></p>
[QUOTE="Jeph, post: 1123478, member: 6738"] While we're on the topic of Religion in the game... [size=3][u]The Celestial Host[/u][/size] The Celestial Host of Baalel is vast and powerful, but certain Angels are more favored than others. Such angels have not pulled themselves to a higher rank, but instead are simply created as superior: the purpose of an Angel is to serve Baalel, and nothing more. Thus, they have no thirst for power, no desire to advance themselves, and no greed that motivates them to gain dominion over their peers. As all Angels can be seen as a reflection of Baalel, they all share his alignment, which is Lawful Good. Baalel’s Domains are Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War. Their personality of any given Angel tends to be an amalgam of the essences of these paradigms. There are four Angelic Orders, although the individual Angels within each Order may have vastly varying capabilities and strengths. The highest order are the Powers, of which there are only eighty-nine. The Powers are the paragons of Baalel’s Domains, and each of the nine Domains has nine corresponding Angels of this high order. Second to the Powers in strength are the Missions, or Angels charged with carrying out a specific task. The abilities of a Mission tend to vary with their godly Mandate and are highly specialized. Below the Missions are the Signs, by some said to be the lowest order of true Angels and by all acknowledged to be the most numerous of the Celestial Host. Signs act as imparters of knowledge and forebearers of events, charged with answering divinations and communes. Signs each have a certain area of expertise or prescience about which they are the true sage, and these areas can be as finite or as broad as Baalel wills. Last are the Virtues, not even considered to be true angels by some. The Virtues are the souls of the faithful and the favored, the godly reincarnation of deceased mortals who live on to bask in the glory of their Lord for eternity. Virtues typically appear as they did in life, although more serene and beautiful. [size=3][u]Capabilities of the Host[/u][/size][u][/u] All Angels posses certain generic gifts and traits that are common to every member of the Host. These capabilities are defined below. Lay on Hands (Sp): As a full round action, an Angel may lay their hands upon a mortal and cause their injuries and maladies to evaporate. By taking a full round action and touching a mortal creature, an Angel can cure the target of a number of points of damage equal to the Angel’s Hit Dice plus their Charisma modifier. Alternatively, they may eliminate poisons and diseases from the target, as the spells Nuetralize Poison and Remove Disease, as if cast by a Cleric with a level equal to the angel’s Hit Dice. Wrath of the Righteous (Ex): Any member of the Celestial Host gains a +2 bonus to attack and damage rolls against creatures of Chaotic Nuetral or Nuetral Evil alignment. Against Chaotic Evil enemies, this bonus increases to +4. Immunities (Ex): All Angels are immune to electricity, fire, and petrification attacks, as well as poisons and any disease not of supernatural origin. Resistances (Ex): Members of the Celestial Host have cold and acid resistance 20. Smite Evil (Su): Once per day, any Angel may make an attack against an Evil creature that gains a bonus to the attack roll equal to the Angel’s Charisma modifier and deals extra damage equal to their Hit Dice. Keen Vision (Ex): All celestials have low-light vision and darkvision that extends a number of feet equal to the Angel’s Wisdom score multiplied by 5. Detect Evil (Sp): All Angels may use the spell Detect Evil at will. [size=3][u]The Angels[/u][/size] [b]Name/Type: [/b]Power/Large Outsider (Good) [b]Hit Dice: [/b] 20d8+140 (130 hp) [b]Initiative: [/b] +7 (+7 Dex) [b]Speed: [/b] 50 feet, fly 150 feet (Good) [b]Armor Class: [/b] 35 (-1 size, +7 dex, +7 Insight, +7 Deflection, +5 Natural) [b]Attacks:[/b] Huge +5 Keen Flaming Burst Greatsword +32/+27/+22/+17 melee [b]Damage: [/b]Huge +5 Keen Flaming Burst Greatsword 2d8 + 15 + 1d6 fire [b]Face/Reach: [/b] 5 feet by 5 feet/10 feet [b]Special Attacks: [/b]Spell-Like Abilities, Spells [b]Special Qualities:[/b] Damage Reduction 25/+4, SR 30, Host Capabilities, Domain Ability, Fast Healing 17 [b]Saves: [/b] Fortitude +19, Reflex +19, Will +19 [b]Abilities: [/b] Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25 [b]Skills: [/b] Knowledge or Craft (Any 5) +27, Diplomacy +27, Intimidate +27, Sense Motive +27, Spellcraft +27, Concentration +27, Listen +22, Spot +22, two other skills at +27 that vary by associated Domain [b]Feats:[/b] Spell Penetration, Improved Spell Penetration, Augment Summoning, and two other feats that vary by associated Domain [b]Advancement: [/b]A Power gains 1 additional Ability point per HD past the 20th. They have an Insight bonus to AC equal to their Wis modifier, a Deflection bonus to AC equal to their Cha modifier, and a Natural Armor bonus to AC equal to their Con modifier minus 2. Powers have Damage Reduction equal to their Con score which can be negated with a weapon with an enhancement at least equal to their HD divided by 5 and Fast Healing equal to one half their HD plus their Con modifier. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, possess one Feat per 4 HD, gain 15 Skill Points per HD past the 20th, and Skill Points equal to their HD per +1 increase in their Intelligence modifier. They have Spell Resistance equal to their HD plus 10. Spell-Like Abilities: At Will--the 1st level spell of the Power’s Domain. 5/day--the 2nd, 3rd, 4th, and 5th level spells of the Power’s Domain. 3/Day--the 6th and 7th level spells of the Power’s Domain. 1/Day--the 8th and 9th level spells of the Power’s Domain. These abilities are as the spells cast by 20th level Cleric (save DC 17 + spell level). In addition, they may cast any spell from another of Baalel’s domains or 5th level or lower 5 times per day, and one other such spell of 8th level or lower twice per day. Spells: Powers may cast divine spells as a 20th level Cleric with access to the Good, Healing, Knowledge, Law, Protection, Strength, Sun, Travel, and War Domains (save DC 17 + spell level). Host Capabilities: Lay on Hands (27 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+7 attack, +20 damage) Low Light Vision, 125 foot Darkvision, Detect Evil at will. Domain Ability: A Power gains the benefit of the granted ability of their representative Domain. Use the Power’s HD as their effective Clericl level, when required. Skills and Feats: Good--Heal, Perform; Extra Smiting, Sacred Spell. Healing--Heal, Alchemy; Subdual Substitution, Skill Focus (Heal). Knowledge--Scry, Alchemy; Alertness, Scribe Scroll. Law--Profession (Lawyer), Bluff; Skill Focus (Sense Motive), Iron Will. Protection--Heal, Gather Information; Great Fortitude, Endurance. Strength--Swim, Climb; Power Attack, Cleave. Sun--Heal, Wilderness Lore; Empower Spell, Maximize Spell. Travel--Ride, Wilderness Lore; Mounted Combat, Run. War--Weapon Specialization (Greatsword), Improved Initiative. [b]Name/Type: [/b] Mission/Large Outsider (Good) [b]Hit Dice: [/b] 15d8+60 (127 hp) [b]Initiative:[/b] +8 (+4 Dex, +4 Improved Initiative) [b]Speed: [/b]60 feet, fly 180 feet (Perfect) [b]Armor Class: [/b]31 (-1 size, +4 Dex, +4 Insight, +5 Deflection, +9 Natural) [b]Attacks:[/b] +4 Flaming Greatsword +26/+21/+16 melee, or Huge +2 Flaming Mighty Composite Longbow (+4) +21/+16/+11 ranged [b]Damage: [/b] +4 Flaming Greatsword 2d6 + 13 + 1d6 fire, or Huge +2 Flaming Mighty Composite Longbow (+4) 1d10 + 8 + 1d6 fire [b]Face/Reach: [/b] 5 feet by 5 feet/10 feet [b]Special Attacks:[/b] Cleansing Flames, Spell-Like Abilities, Holy Wrath [b]Special Qualities:[/b] DR 18/+3, SR 25, Host Capabilities, Divine Mandate [b]Saves: [/b] Fortitude +13, Reflex +13, Will +13 [b]Abilities: [/b] Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 [b]Skills:[/b] Knowledge or Craft (any 3) +17, Hide +17, Move Silently +17, Listen +17, Spot +17, Sense Motive +17, Intimidate +18, Concentration +17, Spellcraft +17, Diplomacy +18 [b]Feats: [/b]Improved Initiative, Weapon Focus (Greatsword), Power Attack [b]Advancement: [/b]A Mission gains one additional Ability point per HD past the 15th. They have an Insight bonus to AC equal to their Wisdom modifier, a Deflection bonus to AC equal to their Charisma modifier, and a Natural Armor bonus to AC equal to half their Constitution score. They have DR equal to their Con score that may be negated by a weapon with an enhancement at least equal to the Mission’s HD divided by 5. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, possess one feat per four HD, and gain 12 Skill Points per HD past the 15th and Skill Points equal to their HD for each +1 increase in their Intelligence modifier. A Mission has Spell Resistance equal to their HD plus 10. Cleansing Flames (Su): A Mission may use this ability at will, but must pay 3 Hit Points each time it does so. All characters within 100 feet of the Mission must make a Will save or burst into holy flames that deal 3d6 fire damage and the Mission’s Charisma score in Holy damage. The DC of the save is 0 for characters of Lawful Good alignment, and increases by 7 for each step away from Lawful Good a characters Alignment is. Activating Cleansing Flames is a standard action. Spell-Like Abilities: At Will--aid, continual flame, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility, polymorph self, remove curse, remove disease, remove fear. 7/day--see invisibility, cure light wounds. 1/day--flame strike, blade barrier, gate. Holy Wrath (Ex): Whenever the Mission gains a bonus to attack and damage rolls from the Wrath of the Righteous special ability, they deal an additional 1d6 points of Holy damage with each successful attack. When they use the Smite Evil ability, this bonus damage is increased to +2d6 Holy and +2d6 fire. Host Capabilities: Lay on Hands (20 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+5 attack, +15 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will. Divine Mandate (Su): All Missions have a specific task, called the Divine Mandate, that they have been charged with. Once per day, a Mission may gain a bonus equal to their HD on a single attack roll, damage roll, save, or check related to their Mandated task. [b]Name/Type: [/b] Sign/Medium Sized Outsider (Good) [b]Hit Dice: [/b]10d8+30 (75 hp) [b]Initiative: [/b] +7 (+3 dex, +4 improved initiative) [b]Speed: [/b]40 feet, fly 80 feet (Average) [b]Armor Class: [/b] 26 (+3 Dex, +4 Deflection, +9 Natural) [b]Attacks: [/b] +2 Flaming Longsword +17/+12 melee [b]Damage: [/b]+2 Flaming Lonsword 1d8+7+1d6 fire [b]Face/Reach: [/b] 5 feet by 5 feet/5 feet [b]Special Attacks: [/b]Spell-Like Abilities, Rune [b]Special Qualities:[/b] DR 9/+2, SR 15, Host Capabilities, [b]Saves: [/b] Fort +11, Ref +10, Will +11 [b]Abilities: [/b]Str 20, Dex 16, Con 18, Int 16, Wis 18, Cha 18 [b]Skills: [/b] Knowledge or Craft (any 5) +13, Diplomacy +14, Sense Motive +14, Spellcraft +13, Escape Artist +13, Swim +13, Concentration +14 [b]Feats: [/b] Improved Initiative, Enlarge Spell [b]Advancement: [/b]A Sign gains one additional Ability point per HD past the 10th. They have a Deflection bonus to AC equal to their Charisma modifier and a Natural Armor bonus to AC equal to half their Con score. They have DR equal to half their Con score that may be negated by any weapon with an enhancement bonus at least equal to their HD divided by 5 and SR equal to 10 plus one half their HD. They gain a feat when they reach 12 HD and then one more feat every 4 levels after that. They treat all Saves as good Saves, have a Base Attack Bonus as the Fighter, and gain 11 Skill Points per HD past the 10th and Skill Points equal to their HD for every +1 increase in their Intelligence modifier. Spell-Like Abilities: At will--Read Magic, Aid, Message, Protection from Evil, Blur, Light, Detect Thoughts, Invisibility, Tongues, Whispering Wind, Teleport (self plus 50 points of objects only). 3/day--Remove Curse, Remove Disease, Cure Light Wounds, Daylight, Calm Emotions, Lesser Restoration, Zone of Truth, Shield Other, Divination. 1/day--Speak with Dead, Speak with Plants, Suggestion, Mark of Justice, Hallow, Heal. Spells are cast as by a 10th level Sorcerer (Save DCs are 14 + spell level). Rune (Sp): A Sign may invoke any of these effects by tracing a rune in the air and imbuing it with holy energy. They may use a this ability a number of times per day equal to their HD divided by two. Using any Rune is a standard action. --Rune of Flame: One target within 100 feet is engulfed in holy flame, taking 3d6 points each of fire and holy damage. They may halve this damage with a Fortitude save (DC 19). --Rune of Magnified Speech: By using this Rune, the Sign’s voice may be heard clearly by all creatures that have a language within their Charisma score in miles. --Rune of Calling: 1d4 rounds after the Sign activates this Rune, another Angel is brought to their location, as the calling function of the Gate spell. A Sign that has just been called may use it’s own Rune of Calling as soon as it arrives. Because of this, a single Sign may call down entire legions of the Celestial Host within minutes. --Rune of Lent Might: When the Sign invokes this Rune, they immediately take 3d6 points of damage. A single target within 100 feet gains temporary Hit Points equal to the amount of damage taken by the Sign. These temporary HP last for ten minutes. Host Capabilities: Lay on Hands (14 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+4 attack, +10 damage) Low Light Vision, 90 foot Darkvision, Detect Evil at will. [b]Name/Type: [/b] Virtue/Medium Sized Outsider (Good) [b]Hit Dice: [/b] 5d8+5 (27 hp) [b]Initiative: [/b] +2 (+2 Dex) [b]Speed:[/b] 30 feet, fly 50 feet (good) [b]Armor Class: [/b] 19 (+3 Dex, +6 Natural) [b]Attacks:[/b] +1 Longsword +9 melee [b]Damage:[/b] +1 Longsword 1d8+4 [b]Face/Reach:[/b] 5 feet by 5 feet/5 feet [b]Special Attacks:[/b] Spell-Like Abilities, Torment of Sin [b]Special Qualities:[/b] Host Capabilities [b]Saves:[/b] Fortitude +5, Reflex +7, Will +7 [b]Abilities:[/b] Str 17, Dex 16, Con 12, Int 14, Wis 16, Cha 17 [b]Skills:[/b] Knowledge (any 3) +11, Spellcraft +7, Concentration +6, Diplomacy +7, Sense Motive +7, Listen +8, Spot +7 [b]Feats:[/b] Alertness [b]Advancement:[/b] A Virtue gains one additional Ability point per two HD past the 5th. They gain an extra feat at 8 HD and at every 4 HD beyond that. A Virtue has a Natural Armor bonus to AC equal to one half of their Con score. They treat all Saves as Good Saves, have a Base Attack Bonus as the Fighter, and gain 10 Skill Points per extra HD and skill points equal to their HD for every +1 increase in their Intelligence modifier. Spell-Like Abilities: At Will--Cure Minor Wounds, Light, Bless. 2/day--Aid, Augury, Calm Emotions, Shield Other, Alter Self, Daylight. As the spells cast by a 5th level Cleric (Save DCs are 13 + spell level) Torment of Sin (Su): Using this Supernatural ability taks one full round of focussing on a creature of Evil alignment within 100 feet. The target creature must succeed at a Will save (DC 15) or take 1d4 plus the Virtue’s HD in Holy damage and be nauseated for 2 rounds as they are overcome by the evil of their past sins. Host Capabilities: Lay on Hands (8 HP), Wrath of the Righteous, Electricity, Fire, Petrification, Poison, and Disease Immunity, Cold and Acid Resistance 20, Smite Evil (+3 attack, +5 damage) Low Light Vision, 80 foot Darkvision, Detect Evil at will. [/QUOTE]
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