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Mythological Figures: Saint George (5E)
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<blockquote data-quote="ParanoydStyle" data-source="post: 7778765" data-attributes="member: 6984451"><p>Inspired by St. George, here's my hot take on St. Michael.</p><p></p><p>"Six Pentacle dice</p><p>If you roll the seven</p><p>St. Michael dies</p><p>There'll be no ransom</p><p>Don't shut my mouth</p><p>I scald the answer</p><p>You're afraid of."</p><p>- The Mars Volta, "Tetragrammaton"<em></em></p><p><em></em></p><p><em>St. Michael--actually the Archangel Michael</em>, the first of Seven Archangels named in the Bible--is the beloved of God and might logically be one of the first sentient beings that YHWH created, pre-humanity. His name means "he who is close/closest to God" so all you IRL Mikes out there who didn't know your name had a badass translation, now you know. Michael is clearly the strong right arm of God and various sources credit him with being the one that actually punted Satan's ass down to Earth. He is universally characterized as a warrior angel, and generally considered to be the baddest mofo in all of Heaven, no mean feat since the competition includes the Archangel Gabriel whose job is to BLOW THE TRUMPET THAT ENDS THE WORLD. As God's champion and general, Michael, in TV Tropes terms is clearly "The Dragon" in whatever 'Band' God is leading. </p><p></p><p>The grand finale of the first three years of the <em>Systems Malfunction</em> LARP--after the physical universe had been destroyed and while the PCs were in the afterlife deciding the metaphysical fate of the galaxy--culminated in a ridiculously epic battle between the forces of good and evil. Until that point the Archangel Michael was the most powerful thing anyone in the game had ever encountered. His flaming sword did something along the lines of '100 Fire Light Smash Piercing' in a game where the maximum Health for a human was in the neighborhood of 60, so, in other words, enough damage to kill the average character two or even three times over if it actually connected. After several minutes of them battling in the heavens, the Lucifuge (the big big big big big big big big BIG Bad) hurled Michael's bleeding, battered, and broken body down upon the PCs, laughing. This was probably the biggest morale hit I have ever seen a group of players take in one moment. As twilight began to settle to dusk, I could see the hope flee from each of their faces. It was glorious. </p><p></p><p>(Sidenote: I know a little bit about the Jewish faith. I am writing YHWH rather than spelling out the proper name of the Old Testament God because I think I recall that the latter is considered a minor blasphemy.)</p><p></p><p>[ATTACH]106143[/ATTACH]</p><p></p><p><strong>The Archangel Michael</strong></p><p><strong>LG Unique Solar Paladin 10</strong></p><p><strong></strong><em>Large Celestial, Lawful Good</em></p><p><em></em></p><p><em></em><strong>AC 21</strong> (natural armor)</p><p><strong>Hit Points: </strong>364(28d10 + 224)</p><p><strong>Speed </strong>50', Fly 150'</p><p><strong>STR </strong>31, <strong>DEX </strong>22, <strong>CON 26, <strong>INT </strong>20<strong>, </strong><strong>WIS 25, <strong>CHA </strong>30</strong></strong></p><p><strong><strong></strong></strong><strong></strong></p><p><strong>Saving Throws </strong>Strength +17 (+27), Constitution +15 (+25), Wisdom +14 (+24), Charisma +17 (+27)</p><p><strong>Skills </strong>Intimidation +17, Perception +12, Religion +12</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> radiant, fire</p><p><strong>Condition Immunities </strong>charmed, exhaustion, frightened, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 22</p><p><strong>Challenge </strong>25</p><p><u></u></p><p><u>Abilities</u></p><p></p><p><strong><em>Angelic Weapons. </em></strong>Any weapon wielded by St. Michael becomes magical and good-aligned and deals an extra 6d8 radiant damage.</p><p><strong><em>Divine Awareness. </em></strong>St. Michael knows if he hears a lie.</p><p><strong><em>Innate Spellcasting. </em></strong>St. Michael's spellcasting ability is Charisma (spell save DC 25).</p><p></p><p>At will: <em>detect evil and good, blade barrier, dispel evil, commune</em></p><p>3/day: <em>resurrection</em></p><p><em></em></p><p><em><strong>Magic Resistance: </strong></em>St. Michael has advantage on saving throws against spells and other magical effects.</p><p></p><p><u>Paladin Class Features</u></p><p><u></u></p><p><strong><em>Divine Sense.</em></strong></p><p><strong><em>Lay On Hands. </em></strong>(50 hp)</p><p><strong><em>Fighting Style: Dueling</em>: </strong>+2 damage when wielding a melee weapon in one hand and nothing in the other.</p><p><strong><em>Divine Smite. </em></strong>When St. Michael hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage and in addition to the extra 6d8 radiant damage inflicted by any weapon St. Michael wields. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by an additional 1d8 if the target is an undead or fiend.</p><p><strong><em>Divine Health. </em></strong>Immune to disease. Probably already had that from being an angel, but whatever, included for completeness' sake.</p><p><strong><em>Oath of Devotion.</em></strong></p><p><strong><em></em></strong><strong><em>Channel Divinity: Turn The Unholy.</em></strong></p><p><strong><em>Extra Attack. </em></strong>When St. Michael takes the attack action on his turn, he can attack twice, instead of once. All things considered, I have decided that contrary to what I understand to be 5E convention, it is most appropriate if this extra attack 'stacks' with the solar's innate <em><strong>multiattack</strong></em>.</p><p><em><strong>Aura of Devotion. </strong></em>Friendly creatures within 10 feet of St. Michael cannot be charmed while he is conscious (Michael is already immune to being charmed.)</p><p><em><strong>Aura of Protection.</strong></em> Whenever St. Michael or a friendly creature within ten feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to St. Michael's Charisma modifier (+10). </p><p><strong><em>Aura of Courage. </em></strong> St. Michael and friendly creatures within 10 feet of him can't be frightened as long as St. Michael is conscious.</p><p></p><p><strong><em>Paladin Spellcasting.</em></strong></p><p><strong><em></em></strong>1st-- 3 Slots/Day. Spells Prepared: <em>Command, Compelled Duel, Heroism, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite</em></p><p>2nd--3 Slots/Day. Spells Prepared: <em>Branding Smite, Lesser Restoration, Locate Object</em></p><p>3rd--2 Slots/Day. Spells Prepared: <em>Aura of Vitality, Blinding Smite, </em><em>Crusader's Mantle, Remove Curse, Revivify</em></p><p><em></em></p><p><em></em><strong><u>ACTIONS</u></strong></p><p><strong><u></u></strong></p><p><strong><em>Multiattack. </em></strong>St. Michael attacks three times with his flaming sword.</p><p><strong><em>Flaming Sword. </em></strong><em>Melee Weapon Attack: </em>+17 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12) slashing damage plus 27 (6d8) radiant damage plus 24 (4d12) fire damage.</p><p><em><strong>Healing Touch (4/day).</strong></em> St. Michael touches another creature and the target magically regains 40 hit points and is freed from any curse, disease, poison, blindness, or deafness.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p><strong><u></u></strong><strong></strong></p><p><strong>Teleport. </strong>Michael magically teleports along with any equipment he is wearing or carrying to anywhere he damn well pleases. </p><p><strong>The Holy Flames (Costs 3 Actions). </strong>St. Michael emits a burst of divine fire, centered on him. Each nongood creature within a 20 foot radius must make a DC 23 Dexterity saving throw, taking 27 (6d8) radiant damage and 24 (4d12) fire damage and becoming blinded on a failed save, or half as much damage (and no blindness) on a successful one.</p></blockquote><p></p>
[QUOTE="ParanoydStyle, post: 7778765, member: 6984451"] Inspired by St. George, here's my hot take on St. Michael. "Six Pentacle dice If you roll the seven St. Michael dies There'll be no ransom Don't shut my mouth I scald the answer You're afraid of." - The Mars Volta, "Tetragrammaton"[I] St. Michael--actually the Archangel Michael[/I], the first of Seven Archangels named in the Bible--is the beloved of God and might logically be one of the first sentient beings that YHWH created, pre-humanity. His name means "he who is close/closest to God" so all you IRL Mikes out there who didn't know your name had a badass translation, now you know. Michael is clearly the strong right arm of God and various sources credit him with being the one that actually punted Satan's ass down to Earth. He is universally characterized as a warrior angel, and generally considered to be the baddest mofo in all of Heaven, no mean feat since the competition includes the Archangel Gabriel whose job is to BLOW THE TRUMPET THAT ENDS THE WORLD. As God's champion and general, Michael, in TV Tropes terms is clearly "The Dragon" in whatever 'Band' God is leading. The grand finale of the first three years of the [I]Systems Malfunction[/I] LARP--after the physical universe had been destroyed and while the PCs were in the afterlife deciding the metaphysical fate of the galaxy--culminated in a ridiculously epic battle between the forces of good and evil. Until that point the Archangel Michael was the most powerful thing anyone in the game had ever encountered. His flaming sword did something along the lines of '100 Fire Light Smash Piercing' in a game where the maximum Health for a human was in the neighborhood of 60, so, in other words, enough damage to kill the average character two or even three times over if it actually connected. After several minutes of them battling in the heavens, the Lucifuge (the big big big big big big big big BIG Bad) hurled Michael's bleeding, battered, and broken body down upon the PCs, laughing. This was probably the biggest morale hit I have ever seen a group of players take in one moment. As twilight began to settle to dusk, I could see the hope flee from each of their faces. It was glorious. (Sidenote: I know a little bit about the Jewish faith. I am writing YHWH rather than spelling out the proper name of the Old Testament God because I think I recall that the latter is considered a minor blasphemy.) [ATTACH=CONFIG]106143[/ATTACH] [B]The Archangel Michael LG Unique Solar Paladin 10 [/B][I]Large Celestial, Lawful Good [/I][B]AC 21[/B] (natural armor) [B]Hit Points: [/B]364(28d10 + 224) [B]Speed [/B]50', Fly 150' [B]STR [/B]31, [B]DEX [/B]22, [B]CON 26, [B]INT [/B]20[B], [/B][B]WIS 25, [B]CHA [/B]30 [/B][/B][B] Saving Throws [/B]Strength +17 (+27), Constitution +15 (+25), Wisdom +14 (+24), Charisma +17 (+27) [B]Skills [/B]Intimidation +17, Perception +12, Religion +12 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] radiant, fire [B]Condition Immunities [/B]charmed, exhaustion, frightened, poisoned [B]Senses[/B] truesight 120 ft., passive Perception 22 [B]Challenge [/B]25 [U] Abilities[/U] [B][I]Angelic Weapons. [/I][/B]Any weapon wielded by St. Michael becomes magical and good-aligned and deals an extra 6d8 radiant damage. [B][I]Divine Awareness. [/I][/B]St. Michael knows if he hears a lie. [B][I]Innate Spellcasting. [/I][/B]St. Michael's spellcasting ability is Charisma (spell save DC 25). At will: [I]detect evil and good, blade barrier, dispel evil, commune[/I] 3/day: [I]resurrection [B]Magic Resistance: [/B][/I]St. Michael has advantage on saving throws against spells and other magical effects. [U]Paladin Class Features [/U] [B][I]Divine Sense.[/I][/B] [B][I]Lay On Hands. [/I][/B](50 hp) [B][I]Fighting Style: Dueling[/I]: [/B]+2 damage when wielding a melee weapon in one hand and nothing in the other. [B][I]Divine Smite. [/I][/B]When St. Michael hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage and in addition to the extra 6d8 radiant damage inflicted by any weapon St. Michael wields. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by an additional 1d8 if the target is an undead or fiend. [B][I]Divine Health. [/I][/B]Immune to disease. Probably already had that from being an angel, but whatever, included for completeness' sake. [B][I]Oath of Devotion. [/I][/B][B][I]Channel Divinity: Turn The Unholy.[/I][/B] [B][I]Extra Attack. [/I][/B]When St. Michael takes the attack action on his turn, he can attack twice, instead of once. All things considered, I have decided that contrary to what I understand to be 5E convention, it is most appropriate if this extra attack 'stacks' with the solar's innate [I][B]multiattack[/B][/I]. [I][B]Aura of Devotion. [/B][/I]Friendly creatures within 10 feet of St. Michael cannot be charmed while he is conscious (Michael is already immune to being charmed.) [I][B]Aura of Protection.[/B][/I] Whenever St. Michael or a friendly creature within ten feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to St. Michael's Charisma modifier (+10). [B][I]Aura of Courage. [/I][/B] St. Michael and friendly creatures within 10 feet of him can't be frightened as long as St. Michael is conscious. [B][I]Paladin Spellcasting. [/I][/B]1st-- 3 Slots/Day. Spells Prepared: [I]Command, Compelled Duel, Heroism, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite[/I] 2nd--3 Slots/Day. Spells Prepared: [I]Branding Smite, Lesser Restoration, Locate Object[/I] 3rd--2 Slots/Day. Spells Prepared: [I]Aura of Vitality, Blinding Smite, [/I][I]Crusader's Mantle, Remove Curse, Revivify [/I][B][U]ACTIONS [/U][/B] [B][I]Multiattack. [/I][/B]St. Michael attacks three times with his flaming sword. [B][I]Flaming Sword. [/I][/B][I]Melee Weapon Attack: [/I]+17 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12) slashing damage plus 27 (6d8) radiant damage plus 24 (4d12) fire damage. [I][B]Healing Touch (4/day).[/B][/I] St. Michael touches another creature and the target magically regains 40 hit points and is freed from any curse, disease, poison, blindness, or deafness. [B][U]LEGENDARY ACTIONS [/U][/B][B] Teleport. [/B]Michael magically teleports along with any equipment he is wearing or carrying to anywhere he damn well pleases. [B]The Holy Flames (Costs 3 Actions). [/B]St. Michael emits a burst of divine fire, centered on him. Each nongood creature within a 20 foot radius must make a DC 23 Dexterity saving throw, taking 27 (6d8) radiant damage and 24 (4d12) fire damage and becoming blinded on a failed save, or half as much damage (and no blindness) on a successful one. [/QUOTE]
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