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The Epic Game: Character Construction (Phase I)
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<blockquote data-quote="Lichtenhart" data-source="post: 388770" data-attributes="member: 761"><p>ANGEL QUALITIES</p><p> Spell-like Abilities: All angels possess the spell-like abilities listed under the half-celestial template (see the Monster Manual, page 213).</p><p> Immunities (Ex): All angels are immune to poison, disease, electricity, cold, acid, petrification, and spells and effects of the Enchantment school.</p><p> Resistances (Ex): All angels have fire resistance of 20.</p><p> Keen Vision (Ex): All angels have low-light vision and 120-foot darkvision.</p><p> Summon Angel (Sp): All angels possess the capacity to summon fellow angels. This ability is usable once per day, and is equivalent to the summon monster spell of a level equal to one half the conjuring angel's HD. So, an Angel of the Eighth Order could use summon monster V, because they normally have 11 HD. This ability is usable once per day. Chance of success is a percentage equal to 5 x the angel's HD.</p><p> Telepathy (Su): All angels can communicate telepathically with any creature within 100 feet that has a language.</p><p> Tongues (Su): All angels have a permanent tongues ability as the spell cast by a 12th level sorcerer.</p><p> </p><p>SERAPHIM</p><p>Large Outsider (Good, Lawful)</p><p>Hit Dice: 20d8+120 (210 hp)</p><p>Initiative: +9 (+5 Dex, +4 Improved Initiative)</p><p>Speed: Fly 60 ft. (perfect)</p><p>AC: 30 (+5 Dex, +16 natural, -1 size)</p><p>Attacks: Purifying flame +25/+20/+15/+10/+5 ranged</p><p>Damage: Purifying flame 2d10</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Spells, spell-like abilities, summon angel</p><p>Special Qualities: Damage reduction 30/+3, SR 32, regeneration 15, angel qualities, immunity to fire</p><p>Abilities: Str 27, Dex 20, Con 23, Int 25, Wis 25, Cha 25</p><p>Saves: Fort +18, Ref +17, Will +19</p><p>Skills: Bluff +28, Concentration +26, Escape Artist +25, Hide +25, Knowledge (any five) +27, Listen +35, Move Silently +25, Search +25, Sense Motive +35, Spellcraft +20, Spot +35</p><p>Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 20</p><p>Treasure: Double goods; standard items</p><p>Alignment: Always lawful good</p><p>Advancement Range: 21-30 (Large); 31-40 HD (Huge)</p><p></p><p>Seraphim, referred to in ancient tomes as the "burning ones," are known to take the form of beautiful serpent-shaped streams of golden fire, from which light emanates in all directions. Seraphs are the angels of love, light, and fire. The Order of Seraphim is the highest order in the Celestial Hierarchy and the elite of the Heavenly Hosts.</p><p></p><p>Combat</p><p> Spell-Like Abilities: At will-bless, commune, consecrate, continual flame, dimensional anchor, dismissal, greater dispelling, holy smite, holy word, improved invisibility (self only), lesser restoration, light, magic circle against evil, remove curse, remove disease, remove fear, shapechange, speak with dead, teleport without error (self plus 50 pounds of objects only) and wall of fire; 3/day-heal, power word (any) and resurrection; 1/day-greater restoration, miracle, and symbol. These abilities are as the spells cast by a 20th level sorcerer (save DC 17 + spell level). </p><p> The following abilities are always active on a Seraph's person, as the spells cast by a 20th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing. </p><p> Spells: Seraphs have the spell abilities of a 20th level cleric (save DC 17 + spell level) with access to the domains of Air, Good, Fire, Law, and Sun.</p><p> Purifying Flame (Su): Seraphim can extend their essence as a stream of sparkling fire to strike any creature within 100 feet of their person, causing 2d10 points of damage to any creature struck. Evil creatures also suffer the effects of a holy smite spell. Those whom the Seraph designates as friendly receive the state amount in restored HP and immediately receive the benefits of a heal spell, looses all negative levels, and regains lost ability scores (the same creature cannot be so affected more than once in a day).</p><p> Immunity to Fire: Seraphim are completely immune to fire, magical and otherwise.</p><p> Skills: Seraphim receive a +8 racial bonus to Listen and Spot checks.</p><p></p><p></p><p></p><p>What do you think of it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 388770, member: 761"] ANGEL QUALITIES Spell-like Abilities: All angels possess the spell-like abilities listed under the half-celestial template (see the Monster Manual, page 213). Immunities (Ex): All angels are immune to poison, disease, electricity, cold, acid, petrification, and spells and effects of the Enchantment school. Resistances (Ex): All angels have fire resistance of 20. Keen Vision (Ex): All angels have low-light vision and 120-foot darkvision. Summon Angel (Sp): All angels possess the capacity to summon fellow angels. This ability is usable once per day, and is equivalent to the summon monster spell of a level equal to one half the conjuring angel's HD. So, an Angel of the Eighth Order could use summon monster V, because they normally have 11 HD. This ability is usable once per day. Chance of success is a percentage equal to 5 x the angel's HD. Telepathy (Su): All angels can communicate telepathically with any creature within 100 feet that has a language. Tongues (Su): All angels have a permanent tongues ability as the spell cast by a 12th level sorcerer. SERAPHIM Large Outsider (Good, Lawful) Hit Dice: 20d8+120 (210 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: Fly 60 ft. (perfect) AC: 30 (+5 Dex, +16 natural, -1 size) Attacks: Purifying flame +25/+20/+15/+10/+5 ranged Damage: Purifying flame 2d10 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Spells, spell-like abilities, summon angel Special Qualities: Damage reduction 30/+3, SR 32, regeneration 15, angel qualities, immunity to fire Abilities: Str 27, Dex 20, Con 23, Int 25, Wis 25, Cha 25 Saves: Fort +18, Ref +17, Will +19 Skills: Bluff +28, Concentration +26, Escape Artist +25, Hide +25, Knowledge (any five) +27, Listen +35, Move Silently +25, Search +25, Sense Motive +35, Spellcraft +20, Spot +35 Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack Climate/Terrain: Any land or underground Organization: Solitary Challenge Rating: 20 Treasure: Double goods; standard items Alignment: Always lawful good Advancement Range: 21-30 (Large); 31-40 HD (Huge) Seraphim, referred to in ancient tomes as the "burning ones," are known to take the form of beautiful serpent-shaped streams of golden fire, from which light emanates in all directions. Seraphs are the angels of love, light, and fire. The Order of Seraphim is the highest order in the Celestial Hierarchy and the elite of the Heavenly Hosts. Combat Spell-Like Abilities: At will-bless, commune, consecrate, continual flame, dimensional anchor, dismissal, greater dispelling, holy smite, holy word, improved invisibility (self only), lesser restoration, light, magic circle against evil, remove curse, remove disease, remove fear, shapechange, speak with dead, teleport without error (self plus 50 pounds of objects only) and wall of fire; 3/day-heal, power word (any) and resurrection; 1/day-greater restoration, miracle, and symbol. These abilities are as the spells cast by a 20th level sorcerer (save DC 17 + spell level). The following abilities are always active on a Seraph's person, as the spells cast by a 20th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing. Spells: Seraphs have the spell abilities of a 20th level cleric (save DC 17 + spell level) with access to the domains of Air, Good, Fire, Law, and Sun. Purifying Flame (Su): Seraphim can extend their essence as a stream of sparkling fire to strike any creature within 100 feet of their person, causing 2d10 points of damage to any creature struck. Evil creatures also suffer the effects of a holy smite spell. Those whom the Seraph designates as friendly receive the state amount in restored HP and immediately receive the benefits of a heal spell, looses all negative levels, and regains lost ability scores (the same creature cannot be so affected more than once in a day). Immunity to Fire: Seraphim are completely immune to fire, magical and otherwise. Skills: Seraphim receive a +8 racial bonus to Listen and Spot checks. What do you think of it? :) [/QUOTE]
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