In Life a PC. In Death a Saint.

Garnfellow

Explorer
I picked up Sean Reynold's Anger of Angels last week, and it had a really interesting idea on how to temporarily bring back dead PCs as mortal messengers or servants to the divine. Basically, you just add the celestial template to the fallen and poof! instant saint. Whenever I'd done something like this in the past, I just winged the effect. But this is a pretty nifty game mechanic, worth trying out.

(I would highly recommend the entire book, especially if your campaign has any kind of religion that resembles Judeo-Christianity.)

Anyway, here's a sainted PC from my campaign. He was a devout cleric and warrior of his Church, slain by a three-headed giant (stats detailed in this thread: http://www.enworld.org/forums/showthread.php?t=70089; our story hour is here: http://home.gwi.net/~rdorman/frilond/adv/sum/sm61.htm).

I'll be keeping this character in reserve for a while. If the PCs get into a real jam in the future, this fallen comrade may return to provide a one-time bit of relief.

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Marcus Atwater the Lamarite: male celestial human Clr6/Ftr2; CR 10; Medium Humanoid (Human, Extraplanar); HD 6d8+6 plus 2d10+2; hp 51; Init +1; Spd 20 ft; AC 22, touch 12, flat-footed 20; BAB +6; Grp +9; Atk +11 melee (1d8+4/19–20, +1 longsword); Full Atk +11/+6 melee (1d8+4/19–20, +1 longsword) or +10/+5 melee (1d6+3/x3, lance); SA smite evil +8, spells, turn undead 5/day; SQ DR 5/magic, darkvision 60 ft, saintly spell, resistance to acid, cold, and electricity 10; SR 13; AL NG; SV Fort +6, Ref +5, Will +9; Str 16, Dex 12, Con 13, Int 13, Wis 18, Cha 14.

Skills and Feats: Concentration +9, Handle Animal +5, Heal +10, Knowledge (arcana) +6, Knowledge (religion) +9, Listen +5, Ride +6, Spellcraft +8, Spot +5; Cleave, Combat Casting, Improved Sunder, Lightning Reflexes, Mounted Combat, Power Attack, Weapon Focus (longsword).

Smite Evil (Su): Once per day Marcus can make a normal melee attack to deal extra damage against an evil foe.

Turn Undead (Su): Marcus can turn undead at a +2 bonus, forcing them to recoil from the channeled power of his deity.

Saintly Spell (Su): Marcus can duplicate any spell by accepting one temporary negative level for each spell level of the duplicated spell. (Spells of 0 level can be used freely without accepting any temporary negative levels.) A temporary negative level is a negative level that never causes actual level loss and cannot be overcome in any way (including through the use of restoration spells) until conditions defined by the item or power that bestowed the temporary negative level are fulfilled. In all other ways, a temporary negative level works just like any other negative level, and its effects stack with actual negative levels. The duplicated spell does not provoke attacks of opportunity and requires no components except for XP components. The temporary negative level(s) lasts 24 hours before dissipating. Caster level for these abilities is 8 or the minimum caster level for the spell, whichever is highest.

Spells Prepared (5/5/5/4; DC 14 + spell level): 0—cure minor wounds, detect magic, light, purify food and drink, resistance; 1—bless, command, magic weapon*, protection from evil, shield of faith; 2—aid, bear's endurance, bull's strength, silence, spiritual weapon*; 3—daylight, magic vestment*, prayer, searing light.

*Domain spells. Domains: Good (cast good spells at 7th level), War (Weapon Focus with longsword).

Possessions: +1 longsword, ring of protection +1, amulet of natural armor +1, +1 chainmail, +1 large steel shield, masterwork lance, 305 gp.

Physical Description: Marcus appears as young man of medium height, dressed as a Seeker brother-knight. He is suffused with pale light and his arms and armor gleam as if made of gold.
 
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And here's his trusty steed

Myreus: male celestial heavy warhorse War2; CR 5; Large Magical Beast (Extraplanar); HD 4d8+16 plus 2d8+8; hp 57; Init +1; Spd 50 ft; AC 14, touch 10, flat-footed 13; BAB +5; Grp +15; Atk +10 melee (1d6+6, hoof); Full Atk +10 melee (1d6+6, 2 hooves) and +5 melee (1d4+3, bite); Space/Reach 10 ft/5 ft; SA smite evil +6; SQ darkvision 60 ft, DR 5/magic, low-light vision, resistance to acid, cold, and electricity 5, scent; SR 11; AL NG; SV Fort +11, Ref +5, Will +3; Str 23, Dex 12, Con 19, Int 3, Wis 15, Cha 9.

Skills and Feats: Jump +8, Listen +6, Spot +5; Diehard, Endurance, Run.

Smite Evil (Su): Once per day Myreus can make a normal melee attack to deal extra damage against an evil foe.

Physical Description: Myreus is a stocky, obstinate horse with a shaggy coat of gleaming copper.
 

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