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


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I'd suggest we find a happy medium between the planetar and solar lists, and modify to fit the theme...

Planetar Spell-Like Abilities: At will continual flame, dispel magic, holy smite (DC 20, invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 18), speak with dead (DC 19); 3/day--blade barrier (DC 22), flame strike (DC 21), power word, stun, raise dead, waves of fatigue; 1/day--earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

The following abilities are always active on the planetar's person, as the spells (caster level 17th); detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.

Solar Spell-Like Abilities: At will aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day--blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day--greater restoration (DC 24), power word, blind, power word, kill, power word, stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.

The following abilities are always active on the solar's person, as the spells (caster level 20th); detect evil, detect snares and pits, discern lies (DC 21), see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.
 

Well, the always active ones are the same, so let's stick with those.

The solar has everything a planetar has (and a few things more frequently) or a better version except for flame strike AFAICT. So, do you want to just add a few things to the planetar? Banishment 3/day, change dispel magic to greater dispel, what else?
 

Maybe replace mass charm monster with mass hold monster? Earthquake with great shout?

Add good hope and/or heroism?
 

Maybe replace mass charm monster with mass hold monster? Earthquake with great shout?

--I think Mass Charm works well with these guys instead of hold. They are the ones that are sent out to organize and get the job done. STunning wouldn't help. Great Shout is viable alternative.

Add good hope and/or heroism?

Good Hope for sure. Heroism only if there's room for it, if not toss it. Think of Tony Robins only with Wings :D
 


Going by the original description, they should also have dispel evil, flesh to stone, and baleful polymorph (or would polymorph any object be more appropriate?).
 

Baleful polymorph seems an appropriate non-injurious form of punishment for wrongdoers.

Summarizing...

Spell-Like Abilities: At will continual flame, dispel evil, greater dispel magic, holy smite (DC x), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day--banishment (DC X), blade barrier (DC x), power word stun, raise dead, waves of fatigue; 1/day--baleful polymorph (DC X), flesh to stone (DC X), great shout (DC x), greater restoration, mass hold monster (DC x), waves of exhaustion. Caster level 19th. The save DCs are Charisma-based.

The following abilities are always active on the dominion's person, as the spells (caster level 19th); detect evil, detect snares and pits, discern lies (DC x), see invisibility, and true seeing. They can be dispelled, but the dominion can reactivate them as a free action.
 


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