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<blockquote data-quote="Sepulchrave II" data-source="post: 4081824" data-attributes="member: 4303"><p><strong>Compiled Notes on Oronthonism & the Host</strong></p><p></p><p><strong><span style="color: SlateGray"><strong><span style="font-size: 12px">Cascades</span></strong></span></strong></p><p>The term cascade is used to describe the rapid deployment of many celestials to a particular location on a plane – usually the Prime – in order to assert the celestial case, most often in response to some threat which has arisen. The term originates from <em>cascade of light</em> – the visible phenomenon of many gates being opened to the Heavens – and has its basis in ancient pacts between powerful arcanists and the Celestial Host; the term has since been extended to include other types of mass celestial translation. There are a variety of different mechanisms for celestial cascades:</p><p></p><ul> <li data-xf-list-type="ul"><strong><em>Invoked:</em></strong> This is the 'classical' cascade. A powerful mortal spellcaster uses a <em>gate</em> spell to call a celestial captain – usually a solar, but sometimes a throne or an episeme of a lower order. A bargain is struck (the terms may vary considerably, depending on the interests of the parties involved, but the cost is generally extraordinarily high) and the celestial agrees to use its divine power to open another <em>gate</em>, calling another solar to the location of the caster. A third solar is then <em>gated</em> (usually by the first solar), whilst the second issues a <em>sending</em>. Because of the rules of the Accord, three celestial captains must be present before Enitharmon authorizes a full intervention. At this point, the cascade proper may begin: many <em>gates</em> are opened from the Heavens, and celestials descend en masse. An invoked cascade may be interrupted (usually by the quick elimination of the celestial captains) and 'fizzle:' such is the interplay between the ancient rules of Enochia and Goetia. <br /> </li> <li data-xf-list-type="ul"><strong><em>Mandated:</em></strong> Mandated cascades do not involve a mortal catalyst, and occur at Enitharmon's direction. As such, they are not permitted in the World of Men by the terms of the Accord, although they may occur in other planes – specifically the Lower Planes – generally as a punitive measure against powerful fiends who have transgressed far beyond the bounds of acceptable behaviour in the eyes of the Host. Celestial armies assemble first in the Upper Aethers, gathering and circling in clouds like vast thunderheads, before folding their wings and plummeting in streams through hundreds of <em>gates</em> opened by the solars. Millions of devas can be dispatched in a relatively short time (a few minutes) using this method. The political ramifications of such an act are obviously far-reaching.</li> <li data-xf-list-type="ul"><strong><em>Implored:</em></strong> 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.</li> <li data-xf-list-type="ul"><strong><em>Ordained:</em></strong> In an ordained cascade, celestials are acting upon Oronthon's explicit command as his direct agents. The Accord does not apply in these circumstances: Oronthon merely wills it, and any number of celestials from any number of locations immediately translate to any target destination.</li> </ul><p></p><p>There is necessarily an overlap of definitions where cascades are concerned: if Oronthon is omniscient and all things are predestined (a common contention), then all cascades are by definition ordained; likewise, an invoked cascade must perforce receive the tacit approval of the Captains of the Host, and is thus mandated.</p><p></p><p><strong><span style="color: SlateGray"><span style="font-size: 12px">The Edge of the Celestial Remit</span></span></strong></p><p>The war fought by celestials against the fiendish legions is on behalf of the faithful, and is largely defensive in nature, at least until the eschaton is ordained. Most conflict is confined to small skirmishes, involving dozens or possibly hundreds of participants, although in the deep reaches of the Ethereal and Astral Planes, massive engagements occur from time to time, dwarfing mortal wars in their scope. While deployment outside of the normal spheres of operation occurs – teams of devas are sometimes dispatched to the lower planes – such acts are always considered carefully, as the over-provocation and subsequent mobilization of fiends generally bodes ill for mortals. </p><p></p><p>Beyond even the Hells are other paradigms, where certainties fail and realities clash; here the influence of the Host is nebulous or non-existent. In some cases, overlap exists, but Faerie is inscrutable to the Host; archaic spirit-worlds exist which have never encountered a celestial; the Madness Outside is not subject to their hegemony; the Void is impenetrable. The relationship between Oronthon himself and such regions is unknown.</p><p></p><p><span style="color: SlateGray"><span style="font-size: 12px"><strong>Celestial Precedence</strong></span></span></p><p>There are effectively two parallel hierarchies within the Celestial Host: the first, the status afforded by choir; the second, that associated with special rank within a particular choir. At times, within mixed groups, the power and insight (and CR) of advanced celestials of a lower order may equal or exceed those of otherwise unexceptional celestials within higher choirs: this is never a source of rivalry or conflict amongst celestials, who do not attach notions of pride or ambition to leadership. An archon would not hesitate to cede its command to a movanic exemplar, if the latter were better equipped to deal with a situation: celestials will always draw on the best tools available for any purpose, as the source of their internal joy is in service and the effective execution of their duties. A single thought of hubris, on the part of any celestial, is viewed as deeply suspicious by its peers, and must be addressed immediately.</p><p></p><p><span style="color: SlateGray"><span style="font-size: 12px"><strong>Diminishment and Fall</strong></span></span></p><p>It is generally accepted that upon Falling – the lot of any among the Host who knowingly violates the Law of Oronthon – the stature of a celestial entity is lessened. The act of rebellion fixes the alignment of the offender as irrevocably, eternally evil; henceforth, all of its thoughts and deeds are wicked. </p><p></p><p>The degree to which a celestial which suffers this fate is diminished and misshapen depends upon the nature and magnitude of its sin, and upon its specific ordained role as one of the Fallen. Furthermore, with fiendish status, such an entity is capable of a new growth; evil sorceries and black arts, as well as other Hellish mysteries, become a viable source of power. Most Oronthonists believe that a fiend is still limited by its native strength, however, and no fiend can ever achieve a status of more gravity than that which was fixed in its original nature. Astaroth, an arch-devil of surpassing power, is merely a shadow of the seraphic entity he once was, although his outward appearance is less contorted than others. Titivilus, who claimed once to have been a great knight of the host, and an exemplar among the dominions, may have clawed his way back to a power scant less than that which he once possessed, but still less. Azazel, the standard-bearer of Hell, was once an exalted archon, and through a strange grace or dignity, has retained much of his former appearance and potency, but nonetheless, certain gifts were withdrawn. Others were cast low. Some have argued that the Adversary himself may have shielded those closest to him; if so, it would have been a strangely selfless act.</p><p></p><p>There are exceptions, of course. Some that threw off the yoke of Hell, and descended far into the madness of the Abyss were so warped that even notions of existence were stripped from them; these chthonic entities hover at the margins of Oronthonist fear, embodiments of the primeval Darkness from which even the Nameless Adversary recoils.</p><p></p><p><span style="font-size: 12px"><span style="color: SlateGray"><strong>The Whispering Winds</strong></span></span></p><p>Celestials who reside for the most part in the Aethers – the tutelaries, movanics and monadics – are restricted in their ability to move within the cosmos. Communication is maintained through a network of <em>whispering winds</em>, which represent a continual stream of data conveyed by celestials in a given neighborhood to a monadic at a spiritually fortified location – usually adjacent to a shrine or temple in the World of Men. Monadics at these locations are responsible for responding to messages, filtering information or appealing to their superiors for guidance, as necessary. The relaying of information in this fashion is not instantaneous (the lag may be an hour or more), but for routine communication it is more than sufficient. In the event of emergency (such as unexpected fiendish assault), the whispering winds are not adequate to the task of rapid communication.</p><p></p><p></p><p><span style="color: SlateGray"><span style="font-size: 12px"><strong>General Mechanical Notes</strong></span></span></p><p><strong>Type and Subtype</strong> </p><p>All exoteric celestials within the Oronthonian cosmology are outsiders with the extraplanar, good and lawful subtypes. They also gain the celestial subtype (there are no subtypes of angel, archon, eladrin or guardinal).</p><p></p><p><strong>Speed</strong></p><p>All celestials have wings, and can fly swiftly with good or better maneuverability. Celestials are fleet of foot, and can generally move faster than average for bipedal creatures of their size. </p><p></p><p><strong>Armor Class</strong></p><p>Celestials – who are wrought from the raw stuff of the Empyrean – possess robust natural armor, in addition to any magical armor worn and shield carried. Subsequently, their ACs tend to be high for their challenge rating. Against evil creatures, many also benefit from an additional deflection bonus to their armor class.</p><p></p><p><strong>Attacks</strong></p><p>Celestials generally carry a variety of magical weapons, as noted in their individual descriptions.</p><p></p><p><strong>Special Attacks</strong></p><p>Celestials possess a range of spell-like or supernatural attacks, according to their type, The highest orders also possess clerical spellcasting capabilities; as with deities with divine spellcasting abilities, such celestials never need to prepare divine spells. Furthermore, they never need divine foci or material components in their spellcasting.</p><p></p><p><strong>Special Qualities</strong></p><p>All celestials share the following qualities as a bare minimum; members of specific celestial orders may have other qualities which override or surpass those noted below.</p><p></p><ul> <li data-xf-list-type="ul"> <em>Immunities (Ex):</em> All celestials are immune to petrification, poison and disease. They do not breathe, and are not subject to suffocation or drowning. Celestials require no sustenance or sleep, and are immune to <em>sleep</em> effects. They do not suffer the effects of fatigue or exhaustion. They are immortal. Many celestials have additional immunities as specified in their description.</li> <li data-xf-list-type="ul"><em>Faithfulness (Ex):</em> Celestials are automatically aware of any action or item which could adversely affect their alignment or standing with Oronthon and the Host, including magical effects. They acquire this information prior to performing such an action or becoming associated with such an item.</li> <li data-xf-list-type="ul"><em>Keen Vision (Ex):</em> All celestials have low-light vision and 60-foot darkvision.</li> <li data-xf-list-type="ul"><em>Linked Minds (Su):</em> A celestial is in continual telepathic communion with any other celestials within 300 ft., and never need use verbal communication with another celestial within range. Groups of 3 or more are never surprised. </li> <li data-xf-list-type="ul"><em>Resistances (Ex):</em> Celestials have acid, cold, electricity and fire resistance 10 or better. </li> <li data-xf-list-type="ul"><em>Planar Travel (Su):</em> As a standard action any celestial 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 <em>plane shift</em> spell as cast by a sorcerer of a level equal to the celestial’s hit dice, except that the creature can only transport itself and its equipment, and when travelling between the Prime Plane and the Ethereal or Astral Plane, a celestial always moves to a coterminous position. Some celestials have a wider remit, and may also travel to other planes, as noted in their description.</li> <li data-xf-list-type="ul"><em>Tongues (Su):</em> Celestials can speak with any creature which possesses a language, as though using a <em>tongues</em> spell cast by a sorcerer with a level equal to the celestial's Hit Dice. This ability is always active.</li> <li data-xf-list-type="ul"><em>Whispering Wind (Sp):</em> Any celestial may use this ability at will with a caster level equal to its Hit Dice</li> </ul><p></p><p><strong>Abilities</strong></p><p>All celestials presented assume a standard array of ability scores (10 or 11 in each ability) with racial adjustments; important captains should assume a 25-point (or higher) build.</p><p></p><p><strong>Skills</strong></p><p>All skills are considered class skills for celestials. </p><p></p><p><strong>Treasure</strong></p><p>Although they have other duties, celestials are first and foremost soldiers in the war against evil – as such, they are well armed and armored. The value of gear borne by most celestials is approximately equal to that of an NPC of the same CR. The equipment carried by a specific celestial may vary from that listed, but its total value should fall in the same range.</p><p><em>Celestial Metals:</em> It is assumed that the metals from which the arms and armor of celestials are crafted are mechanical analogues of mithral, adamantine etc., although their actual names and appearance might be far different.</p><p></p><p><strong>Challenge Rating</strong></p><p>The value of goods carried by a celestial is concentrated in relatively few items, and the actual CR of a celestial generally rests in the upper ('solid') range of the number given. Adjust CR accordingly for elite array and inherent bonuses (assume that six +5 inherent bonuses are worth an additional +2CR).</p><p></p><p><strong>Alignment</strong></p><p>All exoteric celestials are always Lawful Good in alignment (the same is not true of some esoteric orders, who may exhibit purely good (NG) or purely lawful (LN) alignment traits).</p><p></p><p><strong>Advancement</strong></p><p>Advancement of most celestials is restricted to twice their base Hit Dice; celestials generally do not possess class levels. Beyond their maximum Hit Dice, further advancement is though exemplification (the celestial receives a +5 inherent bonus to its ability scores), or through the application of special templates. Celestials are innately 'static' in terms of power: a 24HD deva has not grown or developed from a lesser deva, it was simply created that way.</p><p></p><p><span style="color: SlateGray"><span style="font-size: 12px"><strong>Notables and Exemplars</strong></span></span></p><p>At the core of each choir are groups of celestials who act as keystones and who best embody the defining features of the order. These are the notables and the exemplars, around whom lesser celestials rally, and to whom they look for inspiration, leadership and guidance. </p><p></p><p>A notable is merely a celestial advanced by 50% or more of its base Hit Dice. An exemplar is always an elite array celestial advanced to maximum Hit Dice, who also benefits from a maximum inherent bonus to each of its ability scores. Feat and skill selection of notables and exemplars may vary from those typical of members of the order, and equipment carried will better reflect the adjusted CR of the celestial. Exemplars radiate a palpable aura of confidence and command when compared to their subordinates within the choir.</p><p></p><p><span style="color: SlateGray"><span style="font-size: 12px"><strong>The Episemes</strong></span></span></p><p>Certain favored celestials are afforded special status which elevates them far above the other members of their choirs. Episemes – exalted celestials – who act as the leaders of their orders, exercise great authority and command enormous respect. They abide either with their choirs or in the Seraphic Sphere: celestials and nondivine creatures of less than exalted status cannot endure the heat and brilliance of this heaven. </p><p></p><p>The episemes are not restricted by the normal remit associated with their choir, and have far-reaching discretionary powers – although they are still subject to the edicts issued by the Marshal of the Host. Exalted celestials are often charged with tasks of cosmic significance, undertaking trials which can remove them far from the actions or locales normally associated with celestials. An episeme may be of any choir, although most are drawn from the Orders of Thrones, Dominions or Archons. The highest choir is comprised entirely of exalted solars, but with the exception of Enitharmon, these never leave the presence of Oronthon; episemes of other orders convoke in brilliant halls of light, great princes amongst the orders. An episeme is created by applying the Exalted template to a celestial of exemplar status.</p><p></p><p><strong><u>Exalted Celestial Template</u></strong> </p><p><strong>Size/Type:</strong> An exalted celestial's size is unchanged. It gains the Augmented subtype. Exalted solars may advance to Huge size.</p><p><strong>Hit Dice:</strong> An exalted celestial always has maximum hit points per die.</p><p><strong>Speed:</strong> An exalted celestial’s speed doubles for all categories; this stacks with any other adjustments to speed.</p><p><strong>Armor Class:</strong> Exalted celestials gain an insight modifier to their armor class equal to their Wisdom bonus, and a deflection modifier to their AC equal to their Charisma bonus. </p><p><strong>Attacks:</strong> An exalted celestial makes its attack rolls with an insight bonus equal to its Wisdom modifier.</p><p><strong>Spell-like Abilities:</strong> The caster level of any spell-like abilities of an exalted celestial is equal to its Hit Dice or equal to its previous caster level, whichever is higher. </p><p><strong>Spells:</strong> An exalted celestial casts spells spontaneously as a Cleric with a level equal to its Hit Dice. The celestial has access to spells from any four domains appropriate to its function and any [sanctified] spell. Exalted celestials forego the need to use foci or divine foci in their spellcasting, and need not use material components.</p><ul> <li data-xf-list-type="ul"><em>Epic Spells.</em> An exalted celestial with the Epic Spellcasting feat typically knows one epic spell for every five Hit Dice which it possesses; epic spells known are not developed by the celestial, but conferred by Oronthon.</li> </ul><p><strong>Special Attacks:</strong> An exalted celestial retains all of the special attacks of the base celestial, and gains the following special attacks in addition:</p><p><strong>Divine Elemental Power:</strong> When an exalted celestial uses a spell or spell-like abilitiy with an energy descriptor, all damage from such spells or abilities is considered divine in nature for the purpose of bypassing resistances and immunities; target creatures who possess a special vulnerabiliy to a particular energy type still retain it. </p><p><strong>Smite Evil (Su):</strong> An exalted celestial automatically makes its attacks as if they were smite evil attempts made by a Paladin with a level equal to the exalted celestial's Hit Dice.</p><p><strong>Turn or Rebuke Undead (Su):</strong> An exalted celestial may turn undead as a cleric with a level equal to its hit dice. There is no limit to the number of times per day that the celestial can use this ability. </p><p><strong>Special Qualities: </strong>An exalted celestial retains all of the special qualities of the base celestial, and also gains the following:</p><ul> <li data-xf-list-type="ul">Immunity to all elemental attacks.</li> <li data-xf-list-type="ul">An increase in damage reduction of +5/and epic and adamantine – for example, the damage reduction of a solar would increase from 15/epic and evil to 20/adamantine and epic and evil.</li> <li data-xf-list-type="ul"><em>Protective Aura (Su):</em> If it did not already possess it, the celestial gains this ability which can be activated as a free action. It acts as a double strength <em>magic circle against evil</em> and a <em>lesser globe invulnerability</em> with a 20-ft. radius, with a caster level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its turn.</li> <li data-xf-list-type="ul"><em>Grace (Su):</em> An exalted celestial gains a bonus to it Saving Throws equal to its Charisma modifier.</li> <li data-xf-list-type="ul">Spell resistance equal to its HD +25. If the celestial already possesses SR, use whichever value is better.</li> <li data-xf-list-type="ul"><em>Fast Healing (Ex):</em> The exalted celestial gains fast healing 20. If the celestial already possesses fast healing from another source, it uses whichever value is better.</li> <li data-xf-list-type="ul"><em>Planar Travel (Su):</em> If it did not already possess it, an exalted celestial gains the ability to move between any two planes. 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 exalted celestial can only transport itself and its equipment and it never arrives off-destination.</li> <li data-xf-list-type="ul"><em>Teleport (Su):</em> If it did not already possess it, an exalted celestial can use greater teleport at will as the spell with a caster level equal to its Hit Dice (or its previous caster level, if that is higher). The celestial can transport only itself and its equipment.</li> <li data-xf-list-type="ul"><em>Regeneration (Ex):</em> The celestial gains regeneration 20. If the celestial already possesses regeneration from another source, it uses whichever value is better. Epic evil-aligned weapons and evil-aligned spells do normal damage to the celestial.</li> <li data-xf-list-type="ul"><em>Attunement (Sp):</em> Once per round, an exalted celestial may commune at will with Oronthon as a swift action.</li> </ul><p></p><p><strong>Abilities:</strong> All ability scores of an exalted celestial are ten points higher than those of the base celestial.</p><p><strong>Feats:</strong> Same as the base celestial, plus any two bonus feats for which the celestial meets the prerequisites.</p><p><strong>Challenge Rating:</strong> As base celestial +15.</p><p><strong>Treasure:</strong> NPC wealth.</p><p><strong>Alignment:</strong> Same as base celestial.</p><p><strong>Advancement:</strong> None; except for solars, an exalted celestial always has maximum Hit Dice possible for its type. An exalted solar may advance beyond its normal limit.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 4081824, member: 4303"] [b]Compiled Notes on Oronthonism & the Host[/b] [B][COLOR=SlateGray][B][SIZE=3]Cascades[/SIZE][/B][/COLOR][/B] The term cascade is used to describe the rapid deployment of many celestials to a particular location on a plane – usually the Prime – in order to assert the celestial case, most often in response to some threat which has arisen. The term originates from [I]cascade of light[/I] – the visible phenomenon of many gates being opened to the Heavens – and has its basis in ancient pacts between powerful arcanists and the Celestial Host; the term has since been extended to include other types of mass celestial translation. There are a variety of different mechanisms for celestial cascades: [list][*][B][I]Invoked:[/I][/B] This is the 'classical' cascade. A powerful mortal spellcaster uses a [I]gate[/I] spell to call a celestial captain – usually a solar, but sometimes a throne or an episeme of a lower order. A bargain is struck (the terms may vary considerably, depending on the interests of the parties involved, but the cost is generally extraordinarily high) and the celestial agrees to use its divine power to open another [I]gate[/I], calling another solar to the location of the caster. A third solar is then [I]gated[/I] (usually by the first solar), whilst the second issues a [I]sending[/I]. Because of the rules of the Accord, three celestial captains must be present before Enitharmon authorizes a full intervention. At this point, the cascade proper may begin: many [I]gates[/I] are opened from the Heavens, and celestials descend en masse. An invoked cascade may be interrupted (usually by the quick elimination of the celestial captains) and 'fizzle:' such is the interplay between the ancient rules of Enochia and Goetia. [*][B][I]Mandated:[/I][/B] Mandated cascades do not involve a mortal catalyst, and occur at Enitharmon's direction. As such, they are not permitted in the World of Men by the terms of the Accord, although they may occur in other planes – specifically the Lower Planes – generally as a punitive measure against powerful fiends who have transgressed far beyond the bounds of acceptable behaviour in the eyes of the Host. Celestial armies assemble first in the Upper Aethers, gathering and circling in clouds like vast thunderheads, before folding their wings and plummeting in streams through hundreds of [I]gates[/I] opened by the solars. Millions of devas can be dispatched in a relatively short time (a few minutes) using this method. The political ramifications of such an act are obviously far-reaching. [*][B][I]Implored:[/I][/B] 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. [*][B][I]Ordained:[/I][/B] In an ordained cascade, celestials are acting upon Oronthon's explicit command as his direct agents. The Accord does not apply in these circumstances: Oronthon merely wills it, and any number of celestials from any number of locations immediately translate to any target destination.[/list] There is necessarily an overlap of definitions where cascades are concerned: if Oronthon is omniscient and all things are predestined (a common contention), then all cascades are by definition ordained; likewise, an invoked cascade must perforce receive the tacit approval of the Captains of the Host, and is thus mandated. [B][COLOR=SlateGray][SIZE=3]The Edge of the Celestial Remit[/SIZE][/COLOR][/B] The war fought by celestials against the fiendish legions is on behalf of the faithful, and is largely defensive in nature, at least until the eschaton is ordained. Most conflict is confined to small skirmishes, involving dozens or possibly hundreds of participants, although in the deep reaches of the Ethereal and Astral Planes, massive engagements occur from time to time, dwarfing mortal wars in their scope. While deployment outside of the normal spheres of operation occurs – teams of devas are sometimes dispatched to the lower planes – such acts are always considered carefully, as the over-provocation and subsequent mobilization of fiends generally bodes ill for mortals. Beyond even the Hells are other paradigms, where certainties fail and realities clash; here the influence of the Host is nebulous or non-existent. In some cases, overlap exists, but Faerie is inscrutable to the Host; archaic spirit-worlds exist which have never encountered a celestial; the Madness Outside is not subject to their hegemony; the Void is impenetrable. The relationship between Oronthon himself and such regions is unknown. [COLOR=SlateGray][SIZE=3][B]Celestial Precedence[/B][/SIZE][/COLOR] There are effectively two parallel hierarchies within the Celestial Host: the first, the status afforded by choir; the second, that associated with special rank within a particular choir. At times, within mixed groups, the power and insight (and CR) of advanced celestials of a lower order may equal or exceed those of otherwise unexceptional celestials within higher choirs: this is never a source of rivalry or conflict amongst celestials, who do not attach notions of pride or ambition to leadership. An archon would not hesitate to cede its command to a movanic exemplar, if the latter were better equipped to deal with a situation: celestials will always draw on the best tools available for any purpose, as the source of their internal joy is in service and the effective execution of their duties. A single thought of hubris, on the part of any celestial, is viewed as deeply suspicious by its peers, and must be addressed immediately. [COLOR=SlateGray][SIZE=3][B]Diminishment and Fall[/B][/SIZE][/COLOR] It is generally accepted that upon Falling – the lot of any among the Host who knowingly violates the Law of Oronthon – the stature of a celestial entity is lessened. The act of rebellion fixes the alignment of the offender as irrevocably, eternally evil; henceforth, all of its thoughts and deeds are wicked. The degree to which a celestial which suffers this fate is diminished and misshapen depends upon the nature and magnitude of its sin, and upon its specific ordained role as one of the Fallen. Furthermore, with fiendish status, such an entity is capable of a new growth; evil sorceries and black arts, as well as other Hellish mysteries, become a viable source of power. Most Oronthonists believe that a fiend is still limited by its native strength, however, and no fiend can ever achieve a status of more gravity than that which was fixed in its original nature. Astaroth, an arch-devil of surpassing power, is merely a shadow of the seraphic entity he once was, although his outward appearance is less contorted than others. Titivilus, who claimed once to have been a great knight of the host, and an exemplar among the dominions, may have clawed his way back to a power scant less than that which he once possessed, but still less. Azazel, the standard-bearer of Hell, was once an exalted archon, and through a strange grace or dignity, has retained much of his former appearance and potency, but nonetheless, certain gifts were withdrawn. Others were cast low. Some have argued that the Adversary himself may have shielded those closest to him; if so, it would have been a strangely selfless act. There are exceptions, of course. Some that threw off the yoke of Hell, and descended far into the madness of the Abyss were so warped that even notions of existence were stripped from them; these chthonic entities hover at the margins of Oronthonist fear, embodiments of the primeval Darkness from which even the Nameless Adversary recoils. [SIZE=3][COLOR=SlateGray][B]The Whispering Winds[/B][/COLOR][/SIZE] Celestials who reside for the most part in the Aethers – the tutelaries, movanics and monadics – are restricted in their ability to move within the cosmos. Communication is maintained through a network of [I]whispering winds[/I], which represent a continual stream of data conveyed by celestials in a given neighborhood to a monadic at a spiritually fortified location – usually adjacent to a shrine or temple in the World of Men. Monadics at these locations are responsible for responding to messages, filtering information or appealing to their superiors for guidance, as necessary. The relaying of information in this fashion is not instantaneous (the lag may be an hour or more), but for routine communication it is more than sufficient. In the event of emergency (such as unexpected fiendish assault), the whispering winds are not adequate to the task of rapid communication. [COLOR=SlateGray][SIZE=3][B]General Mechanical Notes[/B][/SIZE][/COLOR] [B]Type and Subtype[/B] All exoteric celestials within the Oronthonian cosmology are outsiders with the extraplanar, good and lawful subtypes. They also gain the celestial subtype (there are no subtypes of angel, archon, eladrin or guardinal). [B]Speed[/B] All celestials have wings, and can fly swiftly with good or better maneuverability. Celestials are fleet of foot, and can generally move faster than average for bipedal creatures of their size. [B]Armor Class[/B] Celestials – who are wrought from the raw stuff of the Empyrean – possess robust natural armor, in addition to any magical armor worn and shield carried. Subsequently, their ACs tend to be high for their challenge rating. Against evil creatures, many also benefit from an additional deflection bonus to their armor class. [B]Attacks[/B] Celestials generally carry a variety of magical weapons, as noted in their individual descriptions. [B]Special Attacks[/B] Celestials possess a range of spell-like or supernatural attacks, according to their type, The highest orders also possess clerical spellcasting capabilities; as with deities with divine spellcasting abilities, such celestials never need to prepare divine spells. Furthermore, they never need divine foci or material components in their spellcasting. [B]Special Qualities[/B] All celestials share the following qualities as a bare minimum; members of specific celestial orders may have other qualities which override or surpass those noted below. [list][*] [I]Immunities (Ex):[/I] All celestials are immune to petrification, poison and disease. They do not breathe, and are not subject to suffocation or drowning. Celestials require no sustenance or sleep, and are immune to [I]sleep[/I] effects. They do not suffer the effects of fatigue or exhaustion. They are immortal. Many celestials have additional immunities as specified in their description. [*][I]Faithfulness (Ex):[/I] Celestials are automatically aware of any action or item which could adversely affect their alignment or standing with Oronthon and the Host, including magical effects. They acquire this information prior to performing such an action or becoming associated with such an item. [*][I]Keen Vision (Ex):[/I] All celestials have low-light vision and 60-foot darkvision. [*][I]Linked Minds (Su):[/I] A celestial is in continual telepathic communion with any other celestials within 300 ft., and never need use verbal communication with another celestial within range. Groups of 3 or more are never surprised. [*][I]Resistances (Ex):[/I] Celestials have acid, cold, electricity and fire resistance 10 or better. [*][I]Planar Travel (Su):[/I] As a standard action any celestial 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 [I]plane shift[/I] spell as cast by a sorcerer of a level equal to the celestial’s hit dice, except that the creature can only transport itself and its equipment, and when travelling between the Prime Plane and the Ethereal or Astral Plane, a celestial always moves to a coterminous position. Some celestials have a wider remit, and may also travel to other planes, as noted in their description. [*][I]Tongues (Su):[/I] Celestials can speak with any creature which possesses a language, as though using a [I]tongues[/I] spell cast by a sorcerer with a level equal to the celestial's Hit Dice. This ability is always active. [*][I]Whispering Wind (Sp):[/I] Any celestial may use this ability at will with a caster level equal to its Hit Dice[/list] [B]Abilities[/B] All celestials presented assume a standard array of ability scores (10 or 11 in each ability) with racial adjustments; important captains should assume a 25-point (or higher) build. [B]Skills[/B] All skills are considered class skills for celestials. [B]Treasure[/B] Although they have other duties, celestials are first and foremost soldiers in the war against evil – as such, they are well armed and armored. The value of gear borne by most celestials is approximately equal to that of an NPC of the same CR. The equipment carried by a specific celestial may vary from that listed, but its total value should fall in the same range. [I]Celestial Metals:[/I] It is assumed that the metals from which the arms and armor of celestials are crafted are mechanical analogues of mithral, adamantine etc., although their actual names and appearance might be far different. [B]Challenge Rating[/B] The value of goods carried by a celestial is concentrated in relatively few items, and the actual CR of a celestial generally rests in the upper ('solid') range of the number given. Adjust CR accordingly for elite array and inherent bonuses (assume that six +5 inherent bonuses are worth an additional +2CR). [B]Alignment[/B] All exoteric celestials are always Lawful Good in alignment (the same is not true of some esoteric orders, who may exhibit purely good (NG) or purely lawful (LN) alignment traits). [B]Advancement[/B] Advancement of most celestials is restricted to twice their base Hit Dice; celestials generally do not possess class levels. Beyond their maximum Hit Dice, further advancement is though exemplification (the celestial receives a +5 inherent bonus to its ability scores), or through the application of special templates. Celestials are innately 'static' in terms of power: a 24HD deva has not grown or developed from a lesser deva, it was simply created that way. [COLOR=SlateGray][SIZE=3][B]Notables and Exemplars[/B][/SIZE][/COLOR] At the core of each choir are groups of celestials who act as keystones and who best embody the defining features of the order. These are the notables and the exemplars, around whom lesser celestials rally, and to whom they look for inspiration, leadership and guidance. A notable is merely a celestial advanced by 50% or more of its base Hit Dice. An exemplar is always an elite array celestial advanced to maximum Hit Dice, who also benefits from a maximum inherent bonus to each of its ability scores. Feat and skill selection of notables and exemplars may vary from those typical of members of the order, and equipment carried will better reflect the adjusted CR of the celestial. Exemplars radiate a palpable aura of confidence and command when compared to their subordinates within the choir. [COLOR=SlateGray][SIZE=3][B]The Episemes[/B][/SIZE][/COLOR] Certain favored celestials are afforded special status which elevates them far above the other members of their choirs. Episemes – exalted celestials – who act as the leaders of their orders, exercise great authority and command enormous respect. They abide either with their choirs or in the Seraphic Sphere: celestials and nondivine creatures of less than exalted status cannot endure the heat and brilliance of this heaven. The episemes are not restricted by the normal remit associated with their choir, and have far-reaching discretionary powers – although they are still subject to the edicts issued by the Marshal of the Host. Exalted celestials are often charged with tasks of cosmic significance, undertaking trials which can remove them far from the actions or locales normally associated with celestials. An episeme may be of any choir, although most are drawn from the Orders of Thrones, Dominions or Archons. The highest choir is comprised entirely of exalted solars, but with the exception of Enitharmon, these never leave the presence of Oronthon; episemes of other orders convoke in brilliant halls of light, great princes amongst the orders. An episeme is created by applying the Exalted template to a celestial of exemplar status. [B][U]Exalted Celestial Template[/U][/B] [B]Size/Type:[/B] An exalted celestial's size is unchanged. It gains the Augmented subtype. Exalted solars may advance to Huge size. [B]Hit Dice:[/B] An exalted celestial always has maximum hit points per die. [B]Speed:[/B] An exalted celestial’s speed doubles for all categories; this stacks with any other adjustments to speed. [B]Armor Class:[/B] Exalted celestials gain an insight modifier to their armor class equal to their Wisdom bonus, and a deflection modifier to their AC equal to their Charisma bonus. [B]Attacks:[/B] An exalted celestial makes its attack rolls with an insight bonus equal to its Wisdom modifier. [B]Spell-like Abilities:[/B] The caster level of any spell-like abilities of an exalted celestial is equal to its Hit Dice or equal to its previous caster level, whichever is higher. [B]Spells:[/B] An exalted celestial casts spells spontaneously as a Cleric with a level equal to its Hit Dice. The celestial has access to spells from any four domains appropriate to its function and any [sanctified] spell. Exalted celestials forego the need to use foci or divine foci in their spellcasting, and need not use material components. [list][*][I]Epic Spells.[/I] An exalted celestial with the Epic Spellcasting feat typically knows one epic spell for every five Hit Dice which it possesses; epic spells known are not developed by the celestial, but conferred by Oronthon.[/list] [B]Special Attacks:[/B] An exalted celestial retains all of the special attacks of the base celestial, and gains the following special attacks in addition: [B]Divine Elemental Power:[/B] When an exalted celestial uses a spell or spell-like abilitiy with an energy descriptor, all damage from such spells or abilities is considered divine in nature for the purpose of bypassing resistances and immunities; target creatures who possess a special vulnerabiliy to a particular energy type still retain it. [B]Smite Evil (Su):[/B] An exalted celestial automatically makes its attacks as if they were smite evil attempts made by a Paladin with a level equal to the exalted celestial's Hit Dice. [B]Turn or Rebuke Undead (Su):[/B] An exalted celestial may turn undead as a cleric with a level equal to its hit dice. There is no limit to the number of times per day that the celestial can use this ability. [B]Special Qualities: [/B]An exalted celestial retains all of the special qualities of the base celestial, and also gains the following: [list][*]Immunity to all elemental attacks. [*]An increase in damage reduction of +5/and epic and adamantine – for example, the damage reduction of a solar would increase from 15/epic and evil to 20/adamantine and epic and evil. [*][I]Protective Aura (Su):[/I] If it did not already possess it, the celestial gains this ability which can be activated as a free action. It acts as a double strength [I]magic circle against evil[/I] and a [I]lesser globe invulnerability[/I] with a 20-ft. radius, with a caster level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its turn. [*][I]Grace (Su):[/I] An exalted celestial gains a bonus to it Saving Throws equal to its Charisma modifier. [*]Spell resistance equal to its HD +25. If the celestial already possesses SR, use whichever value is better. [*][I]Fast Healing (Ex):[/I] The exalted celestial gains fast healing 20. If the celestial already possesses fast healing from another source, it uses whichever value is better. [*][I]Planar Travel (Su):[/I] If it did not already possess it, an exalted celestial gains the ability to move between any two planes. 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 exalted celestial can only transport itself and its equipment and it never arrives off-destination. [*][I]Teleport (Su):[/I] If it did not already possess it, an exalted celestial can use greater teleport at will as the spell with a caster level equal to its Hit Dice (or its previous caster level, if that is higher). The celestial can transport only itself and its equipment. [*][I]Regeneration (Ex):[/I] The celestial gains regeneration 20. If the celestial already possesses regeneration from another source, it uses whichever value is better. Epic evil-aligned weapons and evil-aligned spells do normal damage to the celestial. [*][I]Attunement (Sp):[/I] Once per round, an exalted celestial may commune at will with Oronthon as a swift action.[/list] [B]Abilities:[/B] All ability scores of an exalted celestial are ten points higher than those of the base celestial. [B]Feats:[/B] Same as the base celestial, plus any two bonus feats for which the celestial meets the prerequisites. [B]Challenge Rating:[/B] As base celestial +15. [B]Treasure:[/B] NPC wealth. [B]Alignment:[/B] Same as base celestial. [B]Advancement:[/B] None; except for solars, an exalted celestial always has maximum Hit Dice possible for its type. An exalted solar may advance beyond its normal limit. [/QUOTE]
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Eadric et. al. (The Paladin and his Friends).
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