Special Conversion Thread: Angels (and possibly other heavenly creatures)

Well, let's see:

Str 40, Dex 25, Con 30, Int 28, Wis 31, Cha 31? Or something? I think Wis/Cha needs to be high for the spells/SLAs.

Speaking of that, should we use the spell mastery bit we did for Monkey since these can cast all clerical spells?
 

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For comparison purposes, here are the ability scores of Zaphkiel, the greatest of the celestial paragons:

Str 40, Dex 23, Con 30, Int 30, Wis 30, Cha 34

Your recommendations are very similar, which is probably about right since these fellows are essentially the "angel paragons", and angels are generally a tad better than the other celestial races.

Good call on spell mastery!
 

Let's boost either Wis or Cha (whichever affects the spell DCs for the spell mastery ability) by +2 maybe.
 

Should we specify that they can cast all clerical spells from the SRD, barring spells of an opposed alignment, or all clerical spells? I sort of like the idea that they can only cast clerical spells from non-core sources 1/day, as these are "rarer prayers".
 

I like the "rarer prayer" concept. :)

Maybe also give 'em access to the Fire, Glory, and Sun domain spells?

Since most angels wield weapons, how about giving them holy power greatswords? Better yet, give 'em magic greatswords, and have any weapon they wield be treated as holy power weapons.
 



I had a few thoughts about these fellows over the weekend.

First, do we want to have them wield two greatswords among four arms, leaving the other two for other things? Or follow the marilith example of one one-hander per arm?

How about this ability?

Localized Omniscience (Su): Seraphim continuously use arcane sight, detect thoughts, discern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.

Summarizing one of the other abilities:

Holy Power (Su): Any melee weapon wielded by a seraphim is trated as a holy power weapon. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC X to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The save DC is Charisma-based.

Here is the master of magic ability we gave Monkey...

Master of Magic (Sp): At will, Monkey may use any arcane or divine spell from any spell list as a spell-like ability, with the following exceptions: limited wish, miracle, wish, spells that allow planar travel, and conjuration spells with the calling or summoning descriptors. The saving throw DC for such abilities is 17 + spell level (10 + spell level + Monkey's Charisma bonus).
 


Two greatswords work, and I like the other abilities. Here's a revision on Master of Magic. Should we use Wisdom as the spellcasting stat?

Divine Magic (Sp): At will, a seraphim may use any core divine spell from the cleric spell list or the Fire, Glory, or Sun domains as a spell-like ability, as long as it is not opposed in alignment. A seraphim may use any noncore spell on the cleric spell list once per day; these spells are rarer in the cosmos. The saving throw DC for such abilities is X + spell level (10 + spell level + seraphim's Wisdom? bonus).
 

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