Eadric et. al. (The Paladin and his Friends).


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Compiled Notes on Oronthonism & the Host

There is no celestial from a published d20 source which has gone unmolested; in some cases these changes are minimal (e.g. the solar), in others, the celestial has been effectively rebuilt and renamed. In addition to official sources, I've drawn heavily on the Tome of Horrors for inspiration as well as its inspiration – the AD&D first edition Monster Manual II. I've also looked to the variant Devas provided by Pants of ENWorld. Thanks, Pants.



Tutelary (Angel of the Ninth Choir)
Medium Outsider (Celestial, Extraplanar, Good, Lawful)

Hit Dice: 7d8+35 (66 hp)
Initiative: +5
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 27 (+5 Dex, +8 natural, +4 shield), touch 15, flat-footed 22
Base Attack/Grapple: +7/+11
Attack: +13 melee (1d8+5/19-20, +1 cold iron longsword)
Full Attack: +13/+8 melee (1d8+5/19-20, +1 cold iron longsword)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/evil or silver, darkvision 60 ft., faithfulness, immunities (disease, poison, petrification and sleep effects), lay on hands, linked minds, low-light vision, planar travel, resistances (acid, cold, electricity and fire 10), secret inspiration, spell resistance 21, tongues, true seeing, whispering wind
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 19, Dex 21, Con 20, Int 15, Wis 16, Cha 16
Skills: Concentration +15, Craft or Knowledge (any one) +15, Disguise +13 (+15 acting), Hide +15, Intimidate +15, +15, Listen +15, Move Silently +15, Sense Motive +13, Spellcraft +12, Spot +23
Feats: Alertness, Skill Focus (any Craft or Knowledge skill), Weapon Focus (longsword)
Environment: Good-aligned planes
Organization: Solitary, pair, or flight (3–6)
Challenge Rating: 9
Treasure: None plus +1 cold iron longsword and +2 mithral heavy shield
Alignment: Always Lawful Good
Advancement: 8–14 HD (Medium)
Level Adjustment: --

Tutelaries – celestials of the Ninth Choir (or often simply angels) – are the lowest of the orders, and spend the majority of their time in the Ethereal Plane and the Region of Dreams. Tutelaries work most directly with mortals, opening them to insight and prompting them to do good deeds, but must remain vigilant against the threat of fiendish interference. Of all celestials, members of the Ninth Choir are closest to mortals in physical and moral stature. Tutelaries prefer to remain hidden from mortal sight, but may lend aid to a faithful worshipper, or may direct the devout with subtle urgings in their dreams.

Tutelaries may attach themselves to gifted individuals who demonstrate a particular capacity for goodness; each tutelary is gifted with a specific talent (a Craft or Knowledge skill), with which it encourages a devout mortal to produce work for the edification of Oronthon, or to impart knowledge coupled with the correct virtues. A tutelary is not covetous of the skills it possesses, but it demonstrates an acute sense of timing with regard to when to bestow its wisdom.

In their military role, tutelaries are staunch defenders in the war against evil, acting as Heaven's footsoldiers and remaining for the most part on the front lines. They are strong and athletic, standing some 6 feet tall and weighing around 180 lbs. Tutelaries speak Celestial, Infernal and Draconic, but use their tongues ability to speak with any creature which has a language.

Combat
Loath to attack mortals, tutelaries are enthusiastic when battling with evil creatures from the lower planes. If time allows for preparation, a tutelary will begin combat with magic circle against evil, aid and blur effects in place. Angels of the Ninth Choir are intelligent and thoughtful warriors, and will withdraw and regroup if faced by a force too strong to confront head-on. A tutelary's natural weapons and any weapons it wields are considered good-aligned and lawful-aligned for the purposes of overcoming damage reduction.

Spell-Like Abilities: At will – aid, blur (self only), calm emotions (DC 15), detect magic, dispel magic, dream, gust of wind (DC 15), light, magic circle against evil (self only), see invisibility; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Inspiration (Su): A tutelary can provide a +4 insight bonus to any skill check or ability check made by a single good mortal creature within 30 ft; this ability is a transdimensional effect, usable from the Ethereal Plane upon any mortal within range upon the Material Plane. The celestial can use its inspiration ability a number of times per day equal to its Hit Dice.
Lay on Hands (Su): A tutelary may lay on hands as the paladin class feature, except that each day it can heal an amount of damage equal to its full normal hit points.
Planar Travel (Su): As a standard action, a tutelary may use this ability to move between the Heavens, the Material Plane, the Ethereal Plane, and the Region of Dreams. Treat this ability as a plane shift spell as cast by a sorcerer of a level equal to the celestial’s hit dice, except that the angel can only transport itself and its equipment.
True Seeing (Su): This ability is identical with true seeing (Caster Level 14th), except that it has personal range and the tutelary must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the celestial concentrates on it.

Skills: A tutelary’s sharp eyes give it a +8 racial bonus on Spot checks.
Equipment: +2 mithral heavy shield, +1 cold iron longsword


Movanic
Medium Outsider (Celestial, Extraplanar, Good, Lawful)

Hit Dice: 10d8+40 (85 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 29 (+5 Dex, +4 shield, +10 natural), touch 15, flat-footed 24
Base Attack/Grapple: +10/+14
Attack: +17 melee (1d8+6/19-20 plus 1d6 fire, +1 cold iron flaming longsword) or +14 melee (1d6+5, slam) or +16 ranged (1d8+6/x3, +1 composite longbow (+5 Str bonus))
Full Attack: +17/+12 melee (1d8+6/19-20 plus 1d6 fire, +1 cold iron flaming longsword) or +14/+14 melee (1d6+5, slam) or +16/+11 ranged (1d8+6/x3, +1 composite longbow (+5 Str bonus))
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., death ward, deflection, faithfulness, immunities (acid, cold, electricity, disease, petrification, poison and sleep effects), linked minds, low-light vision, planar travel, resistance to fire 10, spell resistance 24, tongues, whispering wind
Saves: Fort +11, Ref +14, Will +10
Abilities: Str 21, Dex 20, Con 19, Int 18, Wis 17, Cha 18
Skills: Bluff +17, Concentration +17, Diplomacy +21, Disguise +17 (+19 acting), Escape Artist +18, Hide +18, Knowledge (any two) +17, Listen +16, Move Silently +18, Sense Motive +16, Spot +16
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (longsword)
Environment: Good-aligned planes
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 11
Treasure: None plus +1 cold iron flaming longsword, +1 composite longbow (+5 Str bonus) and +2 mithral heavy shield
Alignment: Always Lawful Good
Advancement: 11-20 HD (Medium)

Movanics are celestials of the Eighth Choir and dwell primarily in the Aethers. They are sent to the World of Men to guard the virtuous and protect them from the attacks of demons and the machinations of the Adversary; in these duties they are unswerving. They occasionally lend direct aid to mortal heroes against the forces of evil, but more often influence events from behind the scenes: Movanics frequently assume mortal form in order to achieve these ends, making good use of their change shape ability. When movanics disclose their true appearance, their purpose is revealed as great soldiers of the celestial host, eager to prosecute the Eternal War against the fiends. Movanics are the celestials most commonly represented in religious iconography, bearing their characteristic flaming swords.

Although they may be deployed in dedicated units, when celestials gather in numbers the speed and maneuverability of movanics make them ideally suited for reconaissance and skirmishing activities: hence they are often attached to battalions of astral devas in smaller, more flexible squadrons, remaining invisible until they are ready to loose volleys of arrows and engage in melee.

Movanics stand 6-1/2 feet tall and weigh 200 pounds. They speak Celestial, Abyssal, Infernal and Draconic.

Combat
Movanics possess a sound grasp of tactics, and will use every environmental and terrain advantage of their battefield to maximum effect. If threatened, they will retreat and change tack or seek allies to aid them in their purpose. If time permits, against a serious threat a Movanic will begin combat with spell turning in place. Movanics relish hand-to-hand combat; their natural weapons and any weapons they wield are considered good-aligned and lawful-aligned for the purposes of overcoming damage reduction.

Change Shape (Su): A movanic can assume the shape of any small or medium humanoid. It gains a +10 circumstance bonus on any Disguise checks it makes when using this ability.
Death Ward (Ex): Movanics are immune to death effects and negative energy effects such as energy drain.
Deflection (Su): A movanic deva can bat away spells or targeted effects. If the deva is targeted by a a ray or a single-target spell (such as magic missile) it can attempt a Reflex save (DC 20 + the spell’s level). If it succeeds at the Reflex save, the spell is deflected. A deflected spell is simply negated as if counterspelled. This ability is usable once per round as a free action and the deva must be aware of the attack in order to deflect it.
Elemental Immunities (Ex): Movanics are immune to acid, electricity and cold.
Planar Travel (Su): As a standard action a movanic may use this ability to move between the Heavens, the Material Plane, the Ethereal Plane, and the Region of Dreams. Treat this ability as a plane shift spell as cast by a sorcerer of a level equal to the celestial’s hit dice, except that the movanic can only transport itself and its equipment.
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 movanic. 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 movanic’s HD). This aura can be dispelled, but the movanic can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the movanic's statistics block.).
Spell-Like Abilities: At will – aid, consecrate, continual flame, cure light wounds (DC 15), detect evil, discern lies (DC 18), dispel magic, invisibility (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 17); 1/day – atonement, dispel evil (DC 19), heal (DC 20), holy smite (DC 18), holy word (DC 21), spell turning. Caster level 10th. The save DC’s are Charisma-based.

Equipment: Movanics typically bear a +1 cold iron flaming longsword and carry a +2 mithral heavy shield.


Monadic
Medium Outsider (Celestial, Extraplanar, Good, Lawful)

Hit Dice: 12d8+48 (102 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 34 (+5 Dex, +7 armor, +12 natural), touch 15, flat-footed 29
Base Attack/Grapple: +12/+17
Attack: +19 melee (1d10+9, rod of the monadics or +17 melee (1d8+7, slam)
Full Attack: +19/+14/+9 melee (1d10+9, rod of the monadics or +17/+17 melee (1d8+7, slam)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., faithfulness, immunities (acid, cold, disease, electricity, fire, petrification, poison and sleep effects), linked minds, low-light vision, planar travel, spell resistance 25, tongues, whispering wind
Saves: Fort +12, Ref +13, Will +14
Abilities: Str 21, Dex 20, Con 19, Int 18, Wis 19, Cha 18
Skills: Bluff +19, Concentration +19, Diplomacy +23, Disguise +19 (+21 acting), Gather Information +21, Hide +20, Knowledge (any two) +18, Listen +19, Move Silently +20, Sense Motive +19, Spot +19
Feats: Combat Reflexes, Combat Expertise, Improved Initiative, Iron Will, Power Attack
Environment: Good-aligned planes
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 12
Treasure: None plus rod of the monadics and +2 mithral breastplate
Alignment: Always Lawful Good
Advancement: 13-24 HD (Medium)

Monadics are linked primarily to holy locations within the World of Men, ranging from wayside shrines to great temples, the birthplaces of saints, and similar pilgrimage sites. They prefer to remain ethereal, observing events on the Prime Plane, and only manifesting and intervening if a substantive fiendish threat presents itself. Monadics are notoriously stern and dour, and have little patience for frivolity amongst the faithful; they guard their appointed sites with zeal, and have been known to remonstrate with mortals who fail to display adequate sobriety when making their supplications. Monadics are charged with supervising the activities of lesser celestials in their locale, acting as anchors around which resistance to the lower planar menace is built.

Monadics stand 61/2 feet tall and weigh around 200 pounds. They speak Celestial, Infernal, Abyssal and Draconic plus any one other language, but generally use their tongues ability to communicate with mortals.

Combat
Elemental immunities and good armor coupled with bonuses received in protection of holy sites make monadics well-suited to the role of defense, and they act most effectively in this capacity. If a sacred area is endangered, lesser celestials will rally around a monadic or group of monadics; serious threats are countered by an immediate appeal for reinforcements on the part of the monadic, if practical. Defensive stategies employed include striking from and then retreating to their ethereal vantage point, and misleading foes through use of their project image ability; against powerful interplanar threats, a Monadic will immediately corporeate and use forbiddance to prevent desecration of its appointed site. Monadics enter melee combat with grim resolution. A monadic's natural weapons and any weapons it wields are considered good-aligned and lawful-aligned for the purposes of overcoming damage reduction

Change Shape (Su): A monadic can assume the shape of any small or medium humanoid. It gains a +10 circumstance bonus on any Disguise checks it makes when using this ability.
Death Ward (Ex): Monadics are immune to death effects and negative energy effects such as energy drain.
Elemental Immunities (Ex): Monadics are immune to acid, cold, electricity and fire.
Planar Travel (Su): As a standard action a monadic may use this ability to move between the Heavens, the Material Plane, the Ethereal Plane, and the Region of Dreams. Treat this ability as a plane shift spell as cast by a sorcerer of a level equal to the celestial’s hit dice, except that the monadic can only transport itself and its equipment.
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 monadic. 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 monadic’s HD). This aura can be dispelled, but the monadic can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the monadic's statistics block.).
Sacred Guardian (Ex): A monadic within 60 feet of any area which has been hallowed in dedication to Oronthon gains a +4 morale bonus on its attack and damage rolls in defense of the site.
Spell-Like Abilities: At will – aid, consecrate, cure light wounds (DC 15), daylight, detect evil, discern lies (DC 18), dispel magic, hold monster (DC19), invisibility (self only), neutralize poison, remove curse (DC 18), remove disease (DC 18), remove fear (DC 17), sending; 1/day – commune, dispel evil (DC 19), forbiddance, hallow, heal (DC 20), project image (DC 21). Caster level 12th. The save DC’s are Charisma-based.

Equipment: Monadics are equipped with a rod of the monadics and +2 mithral breastplate
Rod of the Monadics: This six-foot rod, wrought from celestial metals, is wielded two-handed by a monadic. It strikes as a +2 adamantine thundering greatclub.
 
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Sep, this is absolutely amazing! I am extremely impressed at how much thought you put into this. I take it the campaign will be staying with 3.5E, right? Even if prefer 4E, converting everything in this campaign to 4E would be nothing short of crazy.
 

This thread contains some great info, thanks very much for your additions Sep. It has however solidified two things very clearly for me:

1. The sheer complexity of high level opponents in 3.5e and therefore the likely time having to deal with stats and numbers rather than motivations and relationships. I wonder how much 4e really can simplify this.

2. How broken epic spellcasting is. It pretty much becomes an arms race from the get go and not something I think I would want to have to grapple with.
 

Sepulchrave II said:
Implored: Anyone among the faithful may offer a prayer to Oronthon or the Captains of the Host. If the prayer is deemed sufficiently earnest, the petitioner sufficiently devout, and the circumstances sufficiently dire, Enitharmon may authorize a cascade by the terms of the Accord. The measure of the purity of the human soul who makes the supplication, and the nature of what constitutes a 'sufficiently dire' cause cannot be easily explained; suffice to say that no record of such an event having occurred exists.

...yet. I imagine that when push comes to shove, Eadric could call a cascade through prayer. It would be glorious, and afterwards we would witness Eadric's assumption. Which is why we haven't seen it yet, I wager.

Once that last demon is slain, I wonder if you would ever adventure in Wyre again, Sep. The campaign seems almost a metaphysical exploration for you in much the same way as Planetary is an exploration of comics for Warren Ellis. That said, you have put an amazing amount of effort into the setting. Moving forward 200 - 400 years and experimenting with the political and religious landscape, particularly after the fallout with Shûth, could be fascinating.
 



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