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Sir_Chivalry
2010-07-03, 12:03 AM
Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641

Doctor Class (http://www.giantitp.com/forums/showthread.php?t=134139&highlight=doctor)

Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the fourth of the bunch, the Physic of Peoneir! Fluff for the angelic paragon coming soon, but I'll start with the basics now. This one is so very much something I've always wanted to do, combine the doctor (see link above) and the healer (a sub-par class with a good idea)

Between the two layers of Bytopia there floats a large fortress. Shaped like an hourglass and suspended by the objective gravity of the plane, this is the Basilica of Merciful Fury. Within the halls of the Basilica, all colours and shades are reversed, causing the movanic devas that populate the fortress to appear jet black. When pressed for why this is done, Peoneir will only mutter something about "revealing the other side within". The Basilica functions as both a launching point for forays into the positive and negative planes (as well as the quasi-elemental planes) by Peoneir's forces, and also as the personal labratory of Peoneir. Within the inner chambers of the fortress, vials of ravid blood, samples of necrotic tissue and small shards of the mysterious planar currency of "hope" are stored and used in experiments by the mistress of the Basilica. The basilica also contains three small insulated rooms, filled with chains, ropes and shackles, for handling more difficult redemptions of captured foes. The possession of these objects within her fortress makes Peoneir's allies somewhat wary of her, but she maintains she is only ensuring the greatest good for all.

Of the current five angelic paragons, Peoneir may be one of the strangest looking. She is the smallest of her companions at 9 feet tall. Her entire body is gray, a specific shade the perfect mix of brightest white and darkest black. Her eyes are different though, one solid white and one solid black. When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. Though she is highly protected against most types of energy, including positive and negative energy, these items, made with metal shavings from the gears of Mechanus and cubes of Acheron and permanently "damp" with "water" from the Boccob's Well of Magic, protect her against the bleeding edge of energy and eldritch research she works with, absorbing any feedback or explosions into the clothes (worst comes to worst, she could pause her work for the year of time it takes to forge new ones). When entertaining guests or going to personally investigate something on the energy planes, she instead wears a suit of armour made from petrified blackened (bright white in her Basilica) feathers arranged like scale mail. Some of these feathers are cracked or missing, and Peoneir never speaks of the origin of her armour. When she is in the armour, various metallic circles are visible on her body, each three inchs in diameter. Silver and gold on her left and right hands, iron and copper on her left and right shoulders, tin and lead on her left and right feet, and a single suspended ball of mercury on her brow.

Once, Peoneir had wings, but a fiend of some great power (perhaps a demon prince), robbed her of them, attempting to leave her crippled. She can still fly, however, borne aloft by her purity and strength of conviction. Her body is surrounded by glowing sigils that appear above her head and cascade downward, disappearing once they are past her feet, each sigil whispering alchemical formulae and medical esotera. When she flies, these sigils also run along her wings stumps, continuing along where her wings would have been, forming a glowing outline of magestic wings. These sigils act both as protection, turning aside attacks, and as a second mind for Peoneir, holding alchemical knowledge so that she can focus her thoughts towards other pursuits. A ring of vials and flasks orbit her midsection, containing a substance called raw chaos. This substance, found in a weaker variety on the Material Plane, can be formed into any tool needed by Peoneir, sheerly through will. These vials and flasks were a gift from Tresanerva, the Lady of Ysgard, whom Peoneir is on friendly terms with.

Peoneir's research and experiments with ravid blood, necrotic tissue, "hope" and other components is in pursuit of what she refers to as "the source of suffering". Once she discovers the source of suffering, she will use it to cure poisons, abolish disease, perhaps even reverse the effects of age. But her true hope is that the source will prove effective, once reversed effectively, in curing moral evil, removing temptation and even allowing fiends to live among the celestials in peace.

The Order of Merciful Fury seeks out those who do evil, in an effort to contain them. If at all possible, the order tries to capture those who have fallen to evil and rehabilitate them. They are also skilled alchemists and doctors, serving their community by curing ailments and supplying local adventurers with various alchemical items. Peoneir's symbol is an hourglass filled with two liquids, one light and one dark, that never mix.

Physic of Peoneir

To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.

Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: The ability to restore hitpoints through use of the Heal skill (most commonly the surgery ability of the Doctor class)

Physic of Peoneir
hit dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+2|
+0|
+2|Doctor training, secret of the golden lotus|1|-|-|-|-

2nd|
+1|
+3|
+0|
+3|Unicorn companion|1|0|-|-|-

3rd|
+2|
+3|
+1|
+3|Healing injection|2|1|-|-|-

4th|
+3|
+4|
+1|
+4|Angelic grace|2|2|0|-|-

5th|
+3|
+4|
+1|
+4|Eldritch anesthesia|3|2|1|-|-

6th|
+4|
+5|
+2|
+5|Implanted spell|3|3|2|0|-

7th|
+5|
+5|
+2|
+5|Hands of an angel|3|3|2|1|-

8th|
+6|
+6|
+2|
+6|Final Mercy|4|3|3|2|0

9th|
+6|
+6|
+3|
+6|Merciful Fury|4|4|3|2|1

10th|
+7|
+7|
+3|
+7|Distill suffering|4|4|3|3|2[/table]

Class Skills

The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points
6 + Int modifier

Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment. A character with no levels in doctor is treated as a doctor of her class level in physic of Peoneir for gaining treatments and speedy treatment.

Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.

Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.

Physic's Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly. Alternativly, the physic can gain the services of a healer archon, the assitants to celestial healers in the lawful celestial planes.

Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.

Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

Physic’s Companion the physic’s companion is different from a normal creature of its kind in many ways. The standard companion for a physic is a celestial unicorn or a healer archon (see below). It is superior to a normal specimen of it's kind and has special powers, as described below.

Healer Archon
Healer Archon CR 3
Tiny outsider (archon, good, incorporeal)
Init +7; Senses Listen +10, Spot +10; darkvision 60ft, low-light vision
Aura menace (DC 18, -2 on attacks, AC and saves until the target hits the archon)
Language Celestial, Draconic, Infernal, tongues

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 deflection); magic circle against evil
hp 17 (3 d8 HD) DR 10/evil and magic
Immune electricity, poison
Fort +3 (+7 against poison), Ref +6, Will +7; magic circle against evil

Speed fly 60ft (12 squares) (perfect); greater teleport (itself and 50 lbs)
Melee touch +8 (1d4)
Base Atk +3; Grp -10
Spell-like abilities (CL 3)
At will/- status
3/day- cure light wounds

Abilities Str 1, Dex 16, Con 11, Int 13, Wis 18, Cha 16
Feats Dodge, Improved Initiative
Skills Concentration +6, Diplomacy +11, Heal +10, Knowledge (religion) +7, Knowledge (any other one) +7, Listen +10, Perform (any one) +9, Sense Motive +10, Spot +10



{table=head]Class Level|Bonus HD|Natural Armour Adj.|Str/Dex/Int Adj.|Special

2nd-5th|
+0|
+0|
+0|
Empathic link, improved evasion, share saving throws, share spells

6th-8th|
+2|
+2|
+2|
-

9th-10th|
+4|
+4|
+2|
Devotion
[/table] Physic’s Companion Basics: Use the base statistics for a creature of the companion’s kind, as given below or in the Monster Manual, but make the following changes:

Physic Level: The character’s physic level, which has a direct effect on the extent of the companion’s special powers.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion’s base attack and base save bonuses. A companion’s base attack bonus is the same as that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).

Natural Armor Adj.: The number noted here is an improvement to the creature’s existing natural armor bonus. It represents the preternatural toughness of a physic’s companion.

Str/Dex/Int Adj.: Add this figure to the companion’s Strength, Dexterity, and Intelligence scores.

Empathic Link (Su): The physic has an empathic link with her companion out to a distance of up to 1 mile. The physic cannot see through the companion’s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the physic has the same connection to an item or place that her companion does, just as with a master and his familiar (see the Familiars sidebar, page 52 of the Player’s Handbook).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the physic’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the physic might have (such as from magic items or feats).

Share Spells: At the physic’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the physic before the duration expires. Additionally, the physic may cast a spell with a target of “You” on her companion (as a touch range spell) instead of on herself. A physic and her companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).

Devotion (Ex): A companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

ALTERNATIVE CELESTIAL COMPANIONS

A physic of sufficiently high level can select her celestial companion from the following list. Apply the indicated adjustment to the physic’s level for purposes of determining the companion’s characteristics and special abilities.

For example, if an 8th-level physic takes a gynosphinx as a companion, the gynosphinx’s special abilities are determined as if the physic were 4th level instead of 8th (due to the –4 adjustment). These companions are symbols of healing in various cultures.

{table=head]Class Level|Bonus HD

6th level or higher (level -4)|
lammasu, gynosphinx, water naga

10th level (level -8)|
androsphinx, coautl[/table]

Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)

Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.

Eldritch Anesthesia: As an additional treatment available to a 5th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.

Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.

Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus x 20. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action. The physic of Peoneir cannot use this to hurt undead.

Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.

Merciful Fury: At anytime before her turn in the initiative order, a 9th level physic of Peoneir can sacrifice her standard action for her turn in order to negate the attack of an opponent within 30ft on an innocent and deal 10d6 points of nonlethal damage. An innocent is defined as any creature who is not involved as a combatant in battle, and has made no excessively aggresive actions against any of the combattants (taunting and throwing pebbles are not agressive enough to void being innocent, but casting spells to indirectly hinder or throwing fist-sized rocks is sufficent to void innocence.) When the physic's turn in the initiative comes up, she may take a move action, free actions and the like, but cannot take a standard action or full-round action as she has used her standard action.

Distill Suffering: As a new use of the treatment ability, a 10th level physic of Peoneir can tap and drain the physical imbalance of evil in the body. A helpless opponent, if he/she remains helpless for the entire treatment, loses this physical imbalance, causing the target to take a -10 penalty on saves against redemption such as the method detailed in the BoED, the sanctify the wicked spell, or the Mists of Avalon or Redeeming Touch abilities of the Penitent of Scarumaiel.

Spell List

1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*

2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status

3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status

4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*

5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing

* Spell from BoED

**Spell from Miniatures’ Handbook

And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.

Sir_Chivalry
2010-07-04, 08:44 PM
Fluff for Peoneir is up.

MythMage
2010-07-04, 09:17 PM
I suggest you try something very different with Peoneir's appearance. The one you've given her is just impossible to take seriously as an angelic being and totally clashes with being the greatest of the mavonic devas. Something strange is not a bad idea; something proasic is a bad idea.

The Basilica is really cool. I imagine from the name "merciful fury" that you wanted to use my suggestion that Peoneir patron trial as well as mercy; if so, you should add something to reflect the trial aspect. As it stands, it's nothing but simple mercy. The trial could help show that purging evil is a difficult process - perhaps the Basilica could have chains, shackles, and other implements that one would be surprised to find among beings of Good and Mercy, used to help deal with difficult redemptions.

Sir_Chivalry
2010-07-04, 09:21 PM
The attempt with making her gray is that she doesn't change in appearance when inside her basilica, she's constant. If you mean the heavy clothing, might I ask if you have a suggestion for something better. I'll try to come up with something, but if you have any ideas it will speed up my work.

Would giving her wings make it better?

The Tygre
2010-07-05, 12:50 AM
Maybe not necessarily wings, but something to say that she's clearly angelic. A halo of some kind, maybe? Like an ilumian; a ring of alchemical sigils and symbols constantly floating around her. And her movements leave 'echoes' of medical analysis about the blood, tissue, and bone activities of thousands of different beings.

Sir_Chivalry
2010-07-05, 07:42 PM
Line somewhere along the above put in the personal description paragraph, let me know what you think!

MythMage
2010-07-05, 08:41 PM
The things that absolutely have to go are the "gear of a mortal alchemist". As an angelic paragon, she is far above most mortals in terms of practical capabilities - magic to prevent alchemical substances from spilling and such petty concerns as that should be child's play for her. If she's supposed to look practical, I'd say go for epic magical gear, not petty alchemical gear. Perhaps she constantly keeps epic potions on hand orbiting her celestial form, much like ioun stones. I suggest fitting in the seven key metals of alchemy (lead, iron, mercury, gold, silver, tin, and copper) somewhere, perhaps in bands or composing armor. Perhaps much of her skin is tattooed with alchemical sigils and painted with holy symbols in magical salves.

She should have wings. They might look interesting/strange, such as being tattooed with alchemical sigils or perhaps even be composed of glowing sigils, but again it just doesn't make sense for her to outright lack major distinguishing features of a movanic deva if she is the ultimate movanic deva.

Sir_Chivalry
2010-07-05, 09:58 PM
To begin with, thank you for the feedback.


The things that absolutely have to go are the "gear of a mortal alchemist". As an angelic paragon, she is far above most mortals in terms of practical capabilities - magic to prevent alchemical substances from spilling and such petty concerns as that should be child's play for her. If she's supposed to look practical, I'd say go for epic magical gear, not petty alchemical gear.

I personally like the alchemical gear, I think it makes her look different from a movanic deva, which people previous to you were getting down my throat about (i.e. making the paragons breeds of angels instead of unique ones). I'd put her manner of dress up to personality instead of practical capabilities. Then again, I could just have her walk around her Basilica wearing a sheer toga like every other angel, I just don't think that's her.


Perhaps she constantly keeps epic potions on hand orbiting her celestial form, much like ioun stones. I suggest fitting in the seven key metals of alchemy (lead, iron, mercury, gold, silver, tin, and copper) somewhere, perhaps in bands or composing armor. Perhaps much of her skin is tattooed with alchemical sigils and painted with holy symbols in magical salves.

I like the orbiting vials, probably around her waist. As for the seven metals, I'll place them on her body. Since as of now I'm still going to keep the clothes, and another of my angelic paragons (Isamukemen) is already tattooed and scarred, I'll refrain from using alchemic tattoos.


She should have wings. They might look interesting/strange, such as being tattooed with alchemical sigils or perhaps even be composed of glowing sigils, but again it just doesn't make sense for her to outright lack major distinguishing features of a movanic deva if she is the ultimate movanic deva.

The most powerful mundane archons (throne) do not have wings. They, like Peoneir, are borne aloft by their strength of conviction and purity. The lack of wings is to make her distinct from the devas, otherwise she is just a movanic deva in alchemist's clothes.

MythMage
2010-07-06, 01:10 AM
Just trying to help make the best, most compelling character possible. :)


I personally like the alchemical gear, I think it makes her look different from a movanic deva, which people previous to you were getting down my throat about (i.e. making the paragons breeds of angels instead of unique ones).
I have no idea what you are trying to say here. Can you please rephrase?


I could just have her walk around her Basilica wearing a sheer toga like every other angel, I just don't think that's her.
Nobody's suggesting that. If she's humble and down-to-earth, then she uses what is useful and ignores appearances (i.e. using minimal artifact-level magic items and otherwise using something simple and functional - which by the way can be many things aside from togas, such as robes, breechcloth/top, or some variation on a tunic). If she likes to pretend or seem like a mortal to mortals, then she's going to disguise herself as an actual mortal, not as a de-winged costumed movanic deva (which doesn't look humble, just ridiculous).


The most powerful mundane archons (throne) do not have wings.
That's an entirely different thing. Throne archons are a caste of archons, much like solars are a caste of angels and leonals are a caste of guardinals. Throne archons don't even have paragons for their race (none of the archons do), rather their celestial paragons are instead unique (and they all have wings, oddly enough). If you want a fair comparison to what your guys are lined up to do, look at the guardinal paragons. Each one exemplifies and perfects the appearance of its race. A movanic paragon without wings is like the lady of the avorals without wings or the lord of the lupinals with wings.


movanic deva in alchemist's clothes.
I should point out that she has distinctive eyes, but even setting that aside, why on earth wouldn't the paragon of movanic devas look like a movanic deva? As the paragon of her caste, she should look like a very powerful representative of that caste, just like Talisid of the leonals looks like a very powerful leonal. He doesn't randomly sport extra or missing pairs of limbs or hide his race in heavy, concealing clothing.

Sir_Chivalry
2010-07-06, 09:04 AM
Just trying to help make the best, most compelling character possible. :)


I have no idea what you are trying to say here. Can you please rephrase?

Certainly. I'm not exactly sure whether these angelic paragons are specific breeds of angels (Psst, I think they should be, but several people say that's silly (See Talisad and Five Companions for example of same thing working in offical stuff)) so I'm keeping their descriptions vague, not mentioning they look like those types of angels, though out of the four, all of them look like their angelic minions except Peoneir. I can see what you're saying, but people just got through telling me off for making them too much like their angels.


Nobody's suggesting that. If she's humble and down-to-earth, then she uses what is useful and ignores appearances (i.e. using minimal artifact-level magic items and otherwise using something simple and functional - which by the way can be many things aside from togas, such as robes, breechcloth/top, or some variation on a tunic). If she likes to pretend or seem like a mortal to mortals, then she's going to disguise herself as an actual mortal, not as a de-winged costumed movanic deva (which doesn't look humble, just ridiculous).


That's an entirely different thing. Throne archons are a caste of archons, much like solars are a caste of angels and leonals are a caste of guardinals. Throne archons don't even have paragons for their race (none of the archons do), rather their celestial paragons are instead unique (and they all have wings, oddly enough). If you want a fair comparison to what your guys are lined up to do, look at the guardinal paragons. Each one exemplifies and perfects the appearance of its race. A movanic paragon without wings is like the lady of the avorals without wings or the lord of the lupinals with wings.


I should point out that she has distinctive eyes, but even setting that aside, why on earth wouldn't the paragon of movanic devas look like a movanic deva? As the paragon of her caste, she should look like a very powerful representative of that caste, just like Talisid of the leonals looks like a very powerful leonal. He doesn't randomly sport extra or missing pairs of limbs or hide his race in heavy, concealing clothing.

Tell you what, I'll meet you half way. I'll change how she dresses. Though you didn't mention it as an argument, a good point to make is that entire creature type (angels or at least devas) is uncomfortable in any clothing at all. (Fiend Folio p. 55) (Shooting myself in the foot, but this is what I want, new ideas coming at me, I can't think of them all:smalltongue:)

Much like you or I, she can wear what is comfortable, practical, and necessary. In the lab, she will wear the previously mentioned contentious outfit. A thought that occurs to me though is that, however busy she may be, she must play host to visitors in her audience chamber in the Basilica, and the outfit would, as you put it, not put people in mind of the paragon of movanic devas. So for any occassion that she is away from extremely dangerous stuff, (any time not in the lab or going on that requested visit to Nidavellir) she wears her armour. It will be added, along with the metals motif I planned to add from your last comment.

I'm not going to change her style of flight, though you gave me an interesting idea. You said "de-winged" instead of wingless movanic deva. Perhaps there is some truth to that? There are countless powerful fiends or monsters out there, and I'm sure one of them could leave lasting damage on Peoneir, ripping off wings or such (:smallfrown:). Perhaps her research can also repair her wings, but being a paragon of goodness, she chooses to wait until others have been saved, as she can still fly, it is merely aesthetic.

MythMage
2010-07-06, 07:05 PM
Certainly. I'm not exactly sure whether these angelic paragons are specific breeds of angels
You wrote that they were, so I've been taking that as a given. Really, either approach has merit.


several people say that's silly
Can you point me to a thread?

Sir_Chivalry
2010-07-06, 09:46 PM
You wrote that they were, so I've been taking that as a given. Really, either approach has merit.


Can you point me to a thread?

Ascendant of Agapeial (http://www.giantitp.com/forums/showthread.php?p=8562708) post #2

Main Thread (http://www.giantitp.com/forums/showthread.php?t=149641) post #19

Do you have any thoughts on the mechanics of this class or the fluff of Agapeial or Tresanerva (http://www.giantitp.com/forums/showthread.php?p=8814732)?

MythMage
2010-07-06, 10:19 PM
Ascendant of Agapeial (http://www.giantitp.com/forums/showthread.php?p=8562708) post #2
I will address this in its thread.

Anyway, as I said before, there's nothing wrong with having unique angels or solars as the angelic paragons. The archons and eladrins did it. The guardinals, on the other hand, did have racial paragons. Neither is right or wrong.


Do you have any thoughts on the mechanics of this class or the fluff of Agapeial or Tresanerva (http://www.giantitp.com/forums/showthread.php?p=8814732)?
Not as of yet. I may if I can find more time.

Mulletmanalive
2010-07-25, 12:10 PM
Not to reopen the debate again, the difference of opinion can be summised as thus:

You're position: There are different breeds of angels. As they're good, they must be equal so why not have the most powerful of each breed be one of the core champions of good itself?

The Response: It is outright stated that the angelic types exist in a heirarchy and that they move about in it, based on the favour of the god that employs them. The above argument is like saying that a veteran corporal should have more influence than a sergeant; it doesn't compute.

If they were truly neutral good, that'd be fine, but angels are any good, meaning that logically the lawful and chaotic ones, who form heirarchies based on authority and strength respectively will outnumber the neutrals 2:1.

Anyway, to the class!


Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641

Doctor Class (http://www.giantitp.com/forums/showthread.php?t=134139&highlight=doctor)

--

Between the two layers of Bytopia there floats a large fortress. Shaped like an hourglass and suspended by the objective gravity of the plane, this is the Basilica of Merciful Fury. Within the halls of the Basilica, all colours and shades are reversed, causing the movanic devas that populate the fortress to appear jet black. When pressed for why this is done, Peoneir will only mutter something about "revealing the other side within". The Basilica functions as both a launching point for forays into the positive and negative planes (as well as the quasi-elemental planes) by Peoneir's forces, and also as the personal labratory of Peoneir. Within the inner chambers of the fortress, vials of ravid blood, samples of necrotic tissue and small shards of the mysterious planar currency of "hope" are stored and used in experiments by the mistress of the Basilica. The basilica also contains three small insulated rooms, filled with chains, ropes and shackles, for handling more difficult redemptions of captured foes. The possession of these objects within her fortress makes Peoneir's allies somewhat wary of her, but she maintains she is only ensuring the greatest good for all.

Of the current five angelic paragons, Peoneir may be one of the strangest looking. She is the smallest of her companions at 9 feet tall. Her entire body is gray, a specific shade the perfect mix of brightest white and darkest black. Her eyes are different though, one solid white and one solid black. When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. When entertaining guests or going to personally investigate something on the energy planes, she instead wears a suit of armour made from petrified blackened (bright white in her Basilica) feathers arranged like scale mail. Some of these feathers are cracked or missing, and Peoneir never speaks of the origin of her armour. When she is in the armour, various metallic circles are visible on her body, each three inchs in diameter. Silver and gold on her left and right hands, iron and copper on her left and right shoulders, tin and lead on her left and right feet, and a single suspended ball of mercury on her brow.

Once, Peoneir had wings, but a fiend of some great power (perhaps a demon prince), robbed her of them, attempting to leave her crippled. She can still fly, however, borne aloft by her purity and strength of conviction. Her body is surrounded by glowing sigils that appear above her head and cascade downward, disappearing once they are past her feet, each sigil whispering alchemical formulae and medical esotera. A ring of vials and flasks orbit her midsection, containing a substance called raw chaos. This substance, found in a weaker variety on the Material Plane, can be formed into any tool needed by Peoneir, sheerly through will. These vials and flasks were a gift from Tresanerva, the Lady of Ysgard, whom Peoneir is on friendly terms with.

Peoneir's research and experiments with ravid blood, necrotic tissue, "hope" and other components is in pursuit of what she refers to as "the source of suffering". Once she discovers the source of suffering, she will use it to cure poisons, abolish disease, perhaps even reverse the effects of age. But her true hope is that the source will prove effective, once reversed effectively, in curing moral evil, removing temptation and even allowing fiends to live among the celestials in peace.

The Order of Merciful Fury seeks out those who do evil, in an effort to contain them. If at all possible, the order tries to capture those who have fallen to evil and rehabilitate them. They are also skilled alchemists and doctors, serving their community by curing ailments and supplying local adventurers with various alchemical items. Peoneir's symbol is an hourglass filled with two liquids, one light and one dark, that never mix.

Visuals almost identical to a Throne Acheron? They're cool visuals and this seems like the sort of thing that a more eastern culture might come up with for an angel of alchemy so i like it.

I see no real reason for her to need to protect herself like an alchemist, though. She probably uses telekinesis to do most of the work and is practically immune to poison and is immune to acid...

As a zany modification, how about her wing stumps being implanted with bars of some description [alchemically powerful obviously] so that they guide the sigils into wing like streamers?

I'm not entirely sure about the "It's for their own good" bit in her nature, that smacks of evil, though that has been noted in her description. Time will tell with expansion, i suppose.


Physic of Peoneir

To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.

Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: Preventative Medicine

Physic of Peoneir
hit dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+2|
+0|
+2|Doctor training, secret of the golden lotus|1|-|-|-|-

2nd|
+1|
+3|
+0|
+3|Unicorn companion|1|0|-|-|-

3rd|
+2|
+3|
+1|
+3|Healing injection|2|1|-|-|-

4th|
+3|
+4|
+1|
+4|Angelic grace|2|2|0|-|-

5th|
+3|
+4|
+1|
+4|Alchemy of Balance|3|2|1|-|-

6th|
+4|
+5|
+2|
+5| Implanted spell|3|3|2|0|-

7th|
+5|
+5|
+2|
+5|Hands of an angel|3|3|2|1|-

8th|
+6|
+6|
+2|
+6|Final Mercy|4|3|3|2|0

9th|
+6|
+6|
+3|
+6| Eldritch anesthesia|4|4|3|2|1

10th|
+7|
+7|
+3|
+7|Glimpse of true alchemy|4|4|3|3|2[/table]

Class Skills

The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points
6 + Int modifier


Preventative Medicine is a lot of Doctor and this locks others out of the class. I see no reason why it shouldn't be possible to get by on just the Treatments ability, if that. Perhaps merely the ability to cure HP damage with skills checks? i'm sure there's a homebrew or third party out there with something so useful in it...

The others are pretty standard. Cool enough.



Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment.


Fair enough really. Doesn't even hem out those without real doctor levels, nor should it particularly, simply because it only advances a tiny portion of the class' abilities.



Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.


More ravages, but only if you make the poisons yourself? Works i suppose. Most players object to class features that cost you gold, though. Never really worked out why; no-one ever complains about the Artificer...



Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.


Spells. Moving on.



Unicorn Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly.

Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.

Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

Physic’s Companion the physic’s companion is different from a normal creature of its kind in many ways. The standard companion for a physic is a celestial unicorn. It is superior to a normal celestial unicorn and has special powers, as described below.

{table=head]Class Level|Bonus HD|Natural Armour Adj.|Str/Dex/Int Adj.|Special

2nd-5th|
+0|
+0|
+0|
Empathic link, improved evasion, share saving throws, share spells

6th-8th|
+2|
+2|
+2|
-

9th-10th|
+4|
+4|
+2|
Devotion
[/table] Physic’s Companion Basics: Use the base statistics for a creature of the companion’s kind, as given below or in the Monster Manual, but make the following changes:

Physic Level: The character’s physic level, which has a direct effect on the extent of the companion’s special powers.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion’s base attack and base save bonuses. A companion’s base attack bonus is the same as that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).

Natural Armor Adj.: The number noted here is an improvement to the creature’s existing natural armor bonus. It represents the preternatural toughness of a physic’s companion.

Str/Dex/Int Adj.: Add this figure to the companion’s Strength, Dexterity, and Intelligence scores.

Empathic Link (Su): The physic has an empathic link with her companion out to a distance of up to 1 mile. The physic cannot see through the companion’s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the physic has the same connection to an item or place that her companion does, just as with a master and his familiar (see the Familiars sidebar, page 52 of the Player’s Handbook).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the physic’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the physic might have (such as from magic items or feats).

Share Spells: At the physic’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the physic before the duration expires. Additionally, the physic may cast a spell with a target of “You” on her companion (as a touch range spell) instead of on herself. A physic and her companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).

Devotion (Ex): A companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

ALTERNATIVE CELESTIAL COMPANIONS

A physic of sufficiently high level can select her celestial companion from the following list. Apply the indicated adjustment to the physic’s level for purposes of determining the companion’s characteristics and special abilities.

For example, if an 8th-level physic takes a gynosphinx as a companion, the gynosphinx’s special abilities are determined as if the physic were 4th level instead of 8th (due to the –4 adjustment). These companions are symbols of healing in various cultures.

{table=head]Class Level|Bonus HD

6th level or higher (level -4)|
lammasu, gynosphinx, water naga

10th level (level -8)|
androsphinx, coautl[/table]


At least there are non-Unicorn options. Couldn't you find anything of lesser power for others? There's that whole piece of Wizards stuff about only Virginal Women can ride unicorns, as opposed to getting...well, you know how that goes.

Never been a fan of the "my unicorn can do the work for me" line, though. I'd have to see it in action. Also, have you thought about adding smaller options? Odd thing, but you can't really use a horse in a tunnel...



Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)


Now that's what i'm talking about. Screw Cure spells, i want these.



Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.


The last bit here is kinda pointless because any spell that actually heals damage on their spell list is massively out classed by the previous class feature. Otherwise, it's cool. If you're going to be an alchemist, Acid Resistance 5 would be handy.



Alchemy of Balance: Knowing that careless alchemy can harm friends and allies, a 5th level physic of Peoneir has learned to impart a divine spark to his alchemical creations. By adding a flask of holy water to the raw ingredients of an alchemical item when crafting it, the physic ensures innocent people’s safety. Alchemical items thus created that cause damage or a status condition only affect evil creatures.


I honestly have no idea what to make of this one. Alchemical items are kinda pointless by this level, barring thunderstones and tanglefoot bags....



Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.


Useful, i guess. Basically like that thing that the spellweaver or whatever it's called from Heroes of Battle gets.



Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action.


As with the previous review, make it 10 or 20 x Class level x Cha bonus and we'll talke.



Alternatively, a physic can use any or all of this healing power to deal damage to undead creatures. Using hands of an angel in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity, but only deals half damage. The physic decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.


This clause belongs on the Fury, less on the medic. If anything, the medic should only deal Non-lethal. It's hard to redeem the dead.



Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.


Nice. Good for keeping those Exalted feats for Mercy. Not powerful but useful. My favourite two words for a class feature.



Eldritch Anesthesia: As an additional treatment available to a 9th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.


Not sure on this one. Is it worth the effort at this character level? Nice idea, not sure it belongs here. Perhaps it should be placed where the alchemy items thing is.



Glimpse of True Alchemy: At 10th level, Peoneir offers her greatest physics a momentary glimpse of her work in the search for the root of alchemy. This single vision gives the physic the ability to create alchemical substances beyond the ken of most mortals. Whenever creating an alchemical item or substance, the physic can choose to make it more powerful than normal by adding +10 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this ability.


Alchemy items have that whole thing where they cost more than a far more powerful scroll and do very little. Doubling the power of them isn't really a worthwhile capstone, i'm afraid.

Perhaps the ability to distil out the impure Suffering from a helpless target? Not sure what it might do, but getting rid of it would probably render them a good deal more susceptible to being redeemed.



Spell List

1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*

2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status

3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status

4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*

5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing

* Spell from BoED

**Spell from Miniatures’ Handbook


Not much to say. Fortunately, very few direcly offensive spells, though there are a few that one can use VERY creatively so that's the spell junkies happy.



And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 1 extra point of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.

Interesting. Not sure [like most Exalted feats but unlike some of your others] it's worth the Exaltedness so much as being a trait. Make it +2 healing per spell level and it's probably about right.

Overall, a nice class, just not all that enticing. The only reason i'd really stick with it past level 3 is because it forces me to enter it from a non-casting class so i need the spell slots [not the spells as must as the slots to use the healing ability]. It could do with some offensive or at least direct meddling options to give it something other than healing allies to do in combat.

Using the term 'Merciful Fury' how about the ability to chastise those about to attack those who haven't actually provoked them. A 30ft dazing effect, perhaps?

Sir_Chivalry
2010-07-26, 12:05 AM
I've incorporated the suggestions, though I have some further questions.

Do you have any suggestions for small companions? (the unicorn and list are both taken from the healer class, mini handbook)

The idea of the alchemy gear is not to protect her from acid or poison, but the raw and volatile materials she is dealing with, like chaos, negative energy, ravid blood, etc. I'll detail that more, but any suggestions if the alchemy gear still bothers you?

Mulletmanalive
2010-07-26, 12:49 PM
Veils of shimmering blue energy possibly? The alchemist stuff is just a little...well, it seems pointless; energies of creation vs mortal leather?

Part of me kind of imagines the sigils that flow around her acting as armour and also as a sort of limited telekinesis. The character symbolising alchemical purity acting as forceps while the sigil for cleansing scrubs away impurities.

For smaller companions, perhaps some form of modified lantern acheron with healing abilities? Owls are always fun and there's a certain Dr Midnight to it. I'm just trying to think what good aligned stuff isn't retarded sounding [and is still small].

Blink Dogs? That's about the best i can come up with without raiding the Outsiders...

Sir_Chivalry
2010-07-26, 01:10 PM
Veils of shimmering blue energy possibly? The alchemist stuff is just a little...well, it seems pointless; energies of creation vs mortal leather?

Part of me kind of imagines the sigils that flow around her acting as armour and also as a sort of limited telekinesis. The character symbolising alchemical purity acting as forceps while the sigil for cleansing scrubs away impurities.

For smaller companions, perhaps some form of modified lantern acheron with healing abilities? Owls are always fun and there's a certain Dr Midnight to it. I'm just trying to think what good aligned stuff isn't retarded sounding [and is still small].

Blink Dogs? That's about the best i can come up with without raiding the Outsiders...

I don't know, veils of shimmering blue energy just sounds boring. The point is to not make her like Scarumaiel or Agapeial, but for her to have her own unique flavour. I never said the gear was made of simple leather, and assuming it would be is like assuming Sealtiel's weapon is made from simple iron, it wouldn't be. The best I could do to justify it not being simple leather, instead of just relying on people to assume it's not, was what I have written in the description:


When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. Though she is highly protected against most types of energy, including positive and negative energy, these items, made with metal shavings from the gears of Mechanus and cubes of Acheron and permanently "damp" with "water" from the Boccob's Well of Magic, protect her against the bleeding edge of energy and eldritch research she works with, absorbing any feedback or explosions into the clothes (She knows that, worst comes to worst, she could pause her work for the year of time it takes to forge new ones).

I'll give you the sigils as armour thing, it doesn't mess up the flavour too bad, she needs to get her deflection bonus from somewhere. I don't think she does her work using magic forceps though, that seems more like a wizard thing to do than an angel or doctor thing.

I checked out a metric ton of creatures, and it is looking like lantern archon probably. Blink dogs don't actually do much of anything that applies to healing really, though a good number of the companions aren't really great for that. I'll mod a lantern archon stats up to snuff and call it a healing archon

Sir_Chivalry
2010-11-17, 04:05 PM
Reopening this so someone can PEACH it, doing a little PEACH exchange.

Note:
Homebrew (and only that poster) may revive a creation beyond the six-week threshold without prior Moderator approval.

blackjack217
2010-11-17, 04:14 PM
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.

So Much better tha Servant of the Heavans and co. If you make them mutually exclusive why would anyone ever use them? Also you said exchange?
Blessed soul (http://www.giantitp.com/forums/showthread.php?t=174220) :smallbiggrin:

Sir_Chivalry
2010-11-17, 04:15 PM
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.

So Much better tha Servant of the Heavans and co. If you make them mutually exclusive why would anyone ever use them? Also you said exchange?
Blessed soul (http://www.giantitp.com/forums/showthread.php?t=174220) :smallbiggrin:

Actually I was speaking of another, though I will PEACH yours too. Thank you!

Edit: You'll find I contributed to your class a while back with my preliminary thoughts on Shadow Walk not being evil. I'm excited to see what you've done with the class since.