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Custom Spell: Celestial Coalescence
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<blockquote data-quote="Jeremy" data-source="post: 516592" data-attributes="member: 4036"><p>Valiance</p><p>Medium Outsider (Good)</p><p>Hit Dice: 6d8 + 24 (52 hp)</p><p>Speed: 30 feet, fly 80 feet (average)</p><p>AC: 25 (+5 Dex, +10 natural)</p><p>Attacks: Slam +9/+4 melee</p><p>Damage: Slam 1d6+4</p><p>Face/Reach: 5 feet by 5 feet/5 feet</p><p>Special Qualities: Damage reduction 15/+1, SR 25, celestial qualities</p><p>Saves: Fort +9, Ref +10, Will +7</p><p>Abilities: Str 17 Dex 21, Con 18, Int 21,Wis 14, Cha 22</p><p>Challenge Rating: 10</p><p></p><p>Celestial Qualities</p><p><strong>Aura of Menace (Su):</strong> Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed</p><p>at a Will save to resist its effects. The save DC varies with the type of arcane angel—19 for the valiance and 20 for the thaerestian. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day.</p><p><strong>Protective Aura (Su):</strong> As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.</p><p><strong>Teleport (Su):</strong> Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects.</p><p><strong>Tongues (Su):</strong> Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active.</p><p><strong>Immunities (Ex):</strong> All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid.</p><p><strong>Resistances (Ex):</strong> Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against</p><p>poison.</p><p><strong>Keen Vision (Ex):</strong> Arcane angels have low-light vision and 60-foot darkvision.</p><p></p><p></p><p></p><p>VS.</p><p></p><p></p><p></p><p></p><p>Quasit</p><p>Tiny Outsider (Chaotic, Evil)</p><p>Hit Dice: 3d8 (13 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft., fly 50 ft. (perfect)</p><p>AC: 18 (+2 size, +3 Dex, +3 natural)</p><p>Attacks: 2 claws +8 melee, bite +3 melee</p><p>Damage: Claw 1d3-1 and poison, bite 1d4-1</p><p>Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.</p><p>Special Attacks: Spell-like abilities, poison</p><p>Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2</p><p>Saves: Fort +3, Ref +6, Will +4</p><p>Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10</p><p>Challenge Rating: 3</p><p></p><p><strong>Spell-Like Abilities:</strong> At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).</p><p>Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).</p><p><strong>Poison (Ex): </strong> Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.</p><p><strong>Alternate Form (Su): </strong> A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf.</p><p><strong>Regeneration (Ex): </strong> Quasits take normal damage from acid, and from holy and blessed weapons.</p><p></p><p>Analysis to follow.</p></blockquote><p></p>
[QUOTE="Jeremy, post: 516592, member: 4036"] Valiance Medium Outsider (Good) Hit Dice: 6d8 + 24 (52 hp) Speed: 30 feet, fly 80 feet (average) AC: 25 (+5 Dex, +10 natural) Attacks: Slam +9/+4 melee Damage: Slam 1d6+4 Face/Reach: 5 feet by 5 feet/5 feet Special Qualities: Damage reduction 15/+1, SR 25, celestial qualities Saves: Fort +9, Ref +10, Will +7 Abilities: Str 17 Dex 21, Con 18, Int 21,Wis 14, Cha 22 Challenge Rating: 10 Celestial Qualities [b]Aura of Menace (Su):[/b] Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed at a Will save to resist its effects. The save DC varies with the type of arcane angel—19 for the valiance and 20 for the thaerestian. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day. [b]Protective Aura (Su):[/b] As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn. [b]Teleport (Su):[/b] Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects. [b]Tongues (Su):[/b] Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active. [b]Immunities (Ex):[/b] All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid. [b]Resistances (Ex):[/b] Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against poison. [b]Keen Vision (Ex):[/b] Arcane angels have low-light vision and 60-foot darkvision. VS. Quasit Tiny Outsider (Chaotic, Evil) Hit Dice: 3d8 (13 hp) Initiative: +3 (Dex) Speed: 20 ft., fly 50 ft. (perfect) AC: 18 (+2 size, +3 Dex, +3 natural) Attacks: 2 claws +8 melee, bite +3 melee Damage: Claw 1d3-1 and poison, bite 1d4-1 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Spell-like abilities, poison Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 Challenge Rating: 3 [b]Spell-Like Abilities:[/b] At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level). Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric). [b]Poison (Ex): [/b] Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity. [b]Alternate Form (Su): [/b] A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf. [b]Regeneration (Ex): [/b] Quasits take normal damage from acid, and from holy and blessed weapons. Analysis to follow. [/QUOTE]
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Custom Spell: Celestial Coalescence
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