llamamushroom
2011-11-21, 06:52 AM
Before I begin, I'd like to say that this is my first homebrew (discounting a terrible weather-control PrC...), so believe me when I say that I do not know balance. At all. For all I know, this class would die in round one, or one-hit the BBEG at level 1. Please help :smalleek:. Also, I've included acronyms in the title that hopefully mean what I think they mean, but if you don't think they mean what I think they mean, please inform me - it'd be a help.
And now, to business!
To business! *chink*
1
Angelic Vessel
http://supernatural.wikia.com/wiki/File:Castiel_shows_his_wings.png
Obligatory reference image is to the inspiration for this class - the angels in Supernatural.
Description
Angelic Vessels are pious men and women who willingly allow themselves to be the vessel for an angel, giving their bodies over to the forces of good and law. Alternatively, they could simply be the vessel for an angel's spark, giving them access to a small fraction of the angels' unimaginable power, but allowing them to retain their own minds.
Alignment
Within one step of Lawful Good (see Fallen and Rogue Angels)
Hit Die
d10
Class Skills
The Angelic Vessel’s class skills (and the key abilities for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Religion (Int), Knowledge: The Planes (Int), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skill Points at First Level
(4 + Intelligence Modifier) x 4
Skill Points at Each Additional Level
4 + Intelligence Modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Righteous Touch Damage|Spell-Like Abilities
1|+1|+2|+0|+0|Angelic Traits (Vision, Saves vs Poison), Speed Bonus (+10), AC Bonus, Righteous Touch, Smite (Evil)|1d6|
2|+2|+3|+0|+0|Angel's Grace|1d6|Detect Evil
3|+3|+3|+1|+1|Damage Reduction, Angelic Traits (acid 5, cold 5)|1d6|Protection from Chaos/Evil
4|+4|+4|+1|+1|Speed Bonus (+20)|1d8|See Invisibility
5|+5|+4|+1|+1|Smite (Chaos), Angelic Traits (electricity 5, fire 5)|1d8|
6|+6/+1|+5|+2|+2|Use Magic Device|1d8|Detect Chaos
7|+7/+2|+5|+2|+2|Disease Immunity|1d8|Invisibility
8|+8/+3|+6|+2|+2|Speed Bonus (+30), Angelic Traits (acid 10, cold 10, petrification immunity)|1d10|Shield of Faith
9|+9/+4|+6|+3|+3|Raise from Perdition|1d10|Discern Lies
10|+10/+5|+7|+3|+3|Smite (Sanctified), Angelic Traits (electricity 10, fire 10, Protective Aura)|1d10|Dimension Door
11|+11/+6/+1|+7|+3|+3|Angelflight|1d10|Tongues
12|+12/+7/+2|+8|+4|+4|Deathless, Speed Bonus (+40)|2d6|
13|+13/+8/+3|+8|+4|+4|Angelic Traits (acid 15, cold 15)|2d6|
14|+14/+9/+4|+9|+4|+4||2d6|Teleport
15|+15/+10/+5|+9|+5|+5|Smite (Unholy)|2d6|Planeshift
16|+16/+11/+6/+1|+10|+5|+5|Speed Bonus (+50)|2d8|
17|+17/+12/+7/+2|+10|+5|+5||2d8|Greater Teleport
18|+18/+13/+8/+3|+11|+6|+6|Soulcharge, Angelic Traits (acid immunity, cold immunity)|2d8|
19|+19/+14/+9/+4|+11|+6|+6|Righteous Fury|2d8|
20|+20/+15/+10/+5|+12|+6|+6|Eternal, Speed Bonus (+60)|2d10|Storm of Vengeance[/table]
Class Features
Weapon and Armor Proficiencies: Angelic Vessels gain proficiency with Angel Blades only, and with light armor, but not shields of any kind.
Angelic Traits: Angelic Vessels have low-light vision and darkvision to an additional 60 feet. If they already have low-light vision, they gain a +2 on Spot checks made in low-light conditions.
Vessels have a +4 racial bonus on saves against poison.
At 3rd level, they gain resistance to acid 5 and cold 5
At 5th level, they gain resistance to electricity 5 and fire 5
At 8th level, they gain resistance to acid 10 and cold 10 and are immune to petrification
At 10th level, they gain a Protective Aura and resistance to electricity 10 and fire 10
At 13th level, they gain resistance to acid 15 and cold 15
At 18th level, they gain immunity to acid and cold
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn.
AC Bonus (Ex): Angelic Vessels are protected by their gods, and have a sixth sense that lets them avoid even unanticipated attacks. When unencumbered and wearing light armor or no armor, the vessel adds their Charisma bonus (if any) to their AC (untyped bonus). This bonus to AC applies even against touch attacks or when the Angelic Vessel is flat-footed. They lose this bonus when they are immobilized or helpless, when they wear medium or heavy armor, when they carry a shield, when they carry a medium or heavy load, or when they have no Righteous Touch points in reserve.
Speed Bonus (Ex): At 1st level, 4th level, and every 4 levels thereafter, an Angelic Vessel gains a 10ft enhancement bonus to their speed. So, a 12th level human vessel would have a movement speed of 60ft (30 ft base, +30 ft bonus). They lose this bonus if they wear medium or heavy armor, carry a shield, carry a medium or heavy load, or have no Righteous Touch points in reserve.
During an Angelic Vessel’s turn, they may use a movement action to add a dodge bonus to their AC equal to one tenth of the Speed Bonus given by this class. This bonus lasts until the beginning of their next turn. For example, a 12th level vessel can use a move action to add a +3 dodge bonus to their AC. If the vessel would be denied their Speed Bonus, they may not use this ability.
Righteous Touch (Su): An Angelic Vessel with a Charisma score of 12 or higher can heal wounds (their own or others’) with a touch. A vessel may have up to (2 x charisma modifier x class level) Righteous Touch points in reserve at any one time. Once per day, at a time chosen by her in the same way that clerics choose when to prepare spells, her reserve of RTP is refilled to its maximum. Each point can heal one hit point of damage, and any number of points can be expended in each touch. For instance, a third level Angelic Vessel with a Charisma of 16 would be able to heal a maximum of (2 * 3 * 3) 18 hit points with one touch.
Beginning at 11th level, you can choose to spend some of the healing bestowed by your Righteous Touch to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Alternatively, a vessel can use these points to damage the unrighteous (and from an angelic perspective, a saint would be unrighteous). A number of Righteous Touch points up to equal with your Angelic Vessel level (minimum 1) may be channeled into a melee touch attack that deals lethal damage according to table 1: The Angelic Vessel, plus the number of Righteous Touch points expended. A vessel may choose to deal subdual/nonlethal damage instead, in which case they deal twice as much damage as a lethal attack. For example, if a medium-sized vessel of third level with a strength of 17 chooses to channel three points into their attack and have it deal lethal damage, it would be a melee touch attack that deals 1d6 + 6 damage (+3 from Strength, +3 from points). If the same vessel chose to deal nonlethal damage with that attack, it would deal 2d6 + 12 damage.
A Righteous Touch may be used as part of a full attack action.
Smite (Su): From their first level, an Angelic vessel is able to use Smite Evil a number of times per day equal to their Angelic Vessel level, but only on attacks using their Righteous Touch ability. This allows them to add their Charisma modifier to their attack bonus, and their Angelic Vessel level to the damage dealt, but only if the target is of an evil alignment. If the target is not evil, they are not damaged at all from the attack, but any Righteous Touch points and Smite usages are expended. If the attack deals nonlethal damage, the additional damage from a smite attempt is not doubled.
For example, a medium sized Angelic Vessel of third level with a Charisma of 16 and a Strength of 17 may choose to smite a target by expending 1 Righteous Touch point to deal nonlethal damage. This would give an extra +3 to attack, and would deal 2d6 + 11 damage (+2 from the Righteous Touch point, +6 from Strength, +3 from level). If the target is not evil, the attack deals no damage, but the Righteous Touch point and Smite use are still expended.
At 5th level, the Angelic Vessel gains the Smite (Chaos) ability, which is similar to Smite Evil, but the target must be of a Chaotic alignment. Smite Evil and Smite Chaos cannot both be applied to the same attack. They do not count towards the same maximum (i.e. a fifth-level vessel may use 5 Smite (Evil) attacks and 5 Smite (Chaos) attacks).
At 10th level, the Angelic Vessel gains Sanctified Smite. They may add 1d8 per 4 levels of damage to any smite attack they make.
At 15th level, Smite Evil now works on any non-good target, and Smite Chaos works on any non-lawful target. Any smite attack that deals nonlethal damage has the damage from the smite doubled also. Any smite attack that targets an outsider deals double damage (so a nonlethal attack on an outsider would deal quadruple the amount a lethal attack on a non-outsider would).
Spell-Like Abilities (SLA): Angelic Vessels gain spell-like abilities that function only if they have Righteous Touch points held in reserve. They may use many of their abilities at will, but more powerful abilities that require more than 20 points to be held in reserve can only be used a number of times per day equal to the vessel's Charisma modifier. The vessel gains these abilities as they progress though the class. All caster levels are equal to their Angelic Vessel level, and saves are Charisma based (where applicable). “RTP Reserve x” means that the vessel must have x Righteous Touch points in reserve to use this ability.
Note: SLAs that mimic the same spell (such as Teleport (self only) and Teleport) both count towards the same maximum. So, a 14th level vessel with a Charisma of 16 may use Teleport (self only) twice and Teleport once in one day, or any combination of the two such that their combined uses adds up to the vessel's Charisma modifier.
At 2nd level, they gain Detect Evil as the spell. RTP Reserve 1
At 3rd level, they gain Protection from Evil (self only) and Protection from Chaos (self only) as the spells. RTP Reserve 5
At 4th level, they gain See Invisibility as the spell. RTP Reserve 5
At 6th level, they gain Detect Chaos as the spell. RTP Reserve 1
At 7th level, they gain Invisibility (self only) as the spell. RTP Reserve 10
At 8th level, they gain Shield of Faith as the spell. RTP Reserve 5
At 9th level, they gain Discern Lies as the spell. RTP Reserve 1
At 10th level, they gain Dimension Door (self only) as the spell. RTP Reserve 20
At 11th level, they are constantly under the effect of Tongues as the spell. RTP Reserve 5
At 14th level, they gain Teleport (self only) as the spell. RTP Reserve 40
At 14th level, they also gain Teleport as the spell. RTP Reserve 60
At 15th level, they gain Plane Shift (self only) as the spell. RTP Reserve 45
At 15th level, they also gain Plane Shift as the spell. RTP Reserve 65
At 17th level, they gain Greater Teleport (self only) as the spell. RTP Reserve 65
At 17th level, they also gain Greater Teleport as the spell. RTP Reserve 85
At 20th level, they gain Storm of Vengeance as the spell. RTP Reserve 100
Angel’s Grace (Ex): At 2nd level, an Angelic Vessel gains a bonus to saves equal to their Charisma bonus. In addition, they may, as an immediate action, add one tenth of their Speed Bonus to one save until the beginning of their next action. If they do so, the vessel cannot move more than their base speed during their next move action. This ability cannot be used if the vessel has applied their Speed Bonus as a dodge bonus to AC, or in any situation in which they would be denied their Speed Bonus.
Damage Reduction (Ex): Beginning at 3rd level, Angelic Vessels have damage reduction equal to one half their AV level/chaotic or DR = 1/2 AV level/evil. They choose which at 3rd level, and cannot change it afterwards. This only applies as long as the vessel has RTP. At 20th level, it changes to DR = 1/2 AV level/chaotic and evil.
Use Magic Device (Su): From 6th level, Angelic Vessels can take 10 on a Use Magic Device check, as long as they expend 5 RTP to do so. Otherwise, they may roll as normal.
Disease Immunity (Ex): At 7th level, vessels are immune to all mundane poisons and diseases.
Raise from Perdition (SLA): At 9th level, the Angelic Vessel gains Raise from Perdition. This ability functions as the Raise Dead spell, with the following exceptions. The target has died within 1 day. The duration is instantaneous if the subject’s body is whole. If it is not, it takes 1 week, and the subject is returned fully healed and restored. Regardless of how long it takes, the Angelic Vessel must expend their maximum Righteous Touch points for the day on the target, and for each day of the ability’s duration.
At 13th level, this ability improves. If the target died within 1 day of beginning the ability, then it only takes half of the vessel’s maximum RTP for the day. Additionally, they may now revive creatures that died within 1 day per Angelic Vessel level, though if the target died more than 1 day before starting the ability it takes the vessel’s full RTP allotment for each day.
At 18th level, the target may have died within 1 year per AV level (but requires the maximum RTP for 2 weeks). If the target died within 1 day, the ability only takes one quarter the AV’s maximum RTP. If the target must be restored, the ability takes half the maximum RTP, but only 2 days.
Note: this ability has a material component of 5000 gp worth of diamonds.
Angelflight (Su): At 11th level, an Angelic Vessel begins to stretch its wings. For a number of rounds per day equal to twice their charisma bonus, the vessel gains a fly speed equal to their ground movement speed with poor maneouverablility. This flight can be extended by expending 10 RTP per additional round of flight. An Angelic Vessel loses its fly speed if it does not have any RTP left, and begins falling at the end of the round in which its last RTP is expended.
At 14th level, their maneouverability increases to average, to good at 17th level, and perfect at 20th level.
From 14th level, the Angelic Vessel’s fly speed is equal to twice their movement speed.
Additionally, at 17th level, there is no maximum number of rounds for an angel to remain in flight.
Finally, from 20th level, a vessel may fly with a medium or heavy load.
Deathless (Ex): At 12th level, vessels are immune to all death effects and do not age (they incur no penalties for aging and do not die of old age).
Soulcharge (Su): From 18th level, a number of times per day equal to their Charisma modifier, an Angelic Vessel that uses their Righteous Touch ability to deal nonlethal damage can regain RTP equal to half the damage dealt in this way.
From 19th level, a number of times per day equal to their Charisma modifier, an Angelic Vessel that uses their Sanctified Smite ability may regain 1d8/4 levels RTP.
Righteous Fury (Su): From 19th level, and Angelic Vessel does not need to sully his or her hands in order to purge the world of the unrighteous. Instead, they may use their Righteous Touch ability (both for healing and damage, though not their Smite abilities) as a ranged touch attack. The range of this attack is 60ft, and may be extended by an additional 60ft for every 30 RTP the vessel expends (note: points used in this way do not count towards the usual maximum). They do not add their strength or dexterity modifiers to damage if they use this ability.
Additionally, the threatened area for their Righteous Touch now extends to the boundaries of their Protective Aura.
Eternal (Ex): At 20th level, an Angelic Vessel cannot be killed. Any effect that would reduce them to below -10 hit points causes them to be instead reduced to -9 hit points, stabilized, and instantly dismissed (as the spell) to their own paradise in one of the good-aligned outer planes. This ability only functions if the vessel has at least one Righteous Touch point in reserve, and is countered by any effect that blocks planar travel. They regain hit points at the normal rate for unattended, resting characters. The vessel cannot leave his or her paradise of their own power (such as their Plane Shift SLA), though they may be summoned with Greater Planar Ally, wish, miracle or similar effects.
Note: An Angelic Vessel may be summoned with Greater Planar Ally, no matter how high their HD is. 1000gp/HD worth of diamonds must be used up in the attempt.
The only ways to kill an Angelic Vessel are with an Angel Blade, with a good- or lawful-aligned weapon, by reducing them to -10 hit points in their paradise, or by having them leave a circle of lit Unholy Oil.
Fallen and Rogue Angels
If an Angelic Vessel's alignment changes to more than one step away from Lawful Good, they are no longer considered angels. They do not lose any abilities (except as noted below), and can continue to take levels in the class, with the following changes.
Fallen Angels are of either the Lawful Evil (LE) alignment, or True Neutral (TN) after having been Neutral Good (NG). Any references to "evil" in their class features (such as Smite Evil, Protection from Evil, Magic Circle Against Evil, etc.) are changed to "good", and any references to "good" are changed to "evil".
Rogue Angels are of either Chaotic Good (CG) alignment, or True Neutral (TN) after having been Lawful Neutral (LN). Any references to "chaos" or "chaotic" in their class features (such as Smite Chaos, etc.) are changed to "law" or "lawful", and any references to "law" or "lawful" are changed to "chaos" or "chaotic".
Rogue Fallen Angels are of the Chaotic Evil (CE) alignment. They die. Horribly. Alternatively, combine the two above to taste.
1
Well, what do you think? Care to help a poor, misguided, bad-at-balancing newbie (though hopefully not n00b) make a half-decent class?
Also, I need help coming up with what, exactly, an Angel Blade should be. All I've got so far is that it's a silver spike that any Angelic Vessel can start with for free, and requires exotic weapon proficiency for anyone else to use. Other than that... umm... yeah.
Changes Log
Discern Lies moved from 3rd level to 9th level
Damage Reduction reduced from level/evil to 1/2 level/evil (and chaos, whatever)
SLAs with an RTP reserve requirement of more than 11 changed from at will to Cha/day
Text regarding material component of Raise from Perdition added
Eternal moved to 20th level, can be killed by a good- or law-aligned weapon
Voidsoul Smite removed
Soulcharge changed from at will to Cha/day
Added Strength bonus to example Smite
SLAs with an RTP reserve requirement of more than 11 changed from Cha/day to having a cost roughly equal to the reserve -10
Damage Reduction moved from 1st level to 3rd level
Reformatted
Added ability types to all class features
Changed high-RTP reserve SLAs to over 20, made them usable Cha/day.
Added Craft, Profession and UMD as class skills
Changed UMD class feature from "temporary skill points" to "5 RTP=take 10"
Added column in the table - Righteous Touch Damage
Changed RT from "melee touch attack that deals damage as an unarmed strike" to "melee touch attack that deals damage according to the table"
Put Angelic Traits all through the table
Added "per day" to description of Angelflight, increased RTP cost from 2 to 10
Changed RT to "# of points from 1 to level" instead of "any number" for offensive uses
Changed smite to lvl/day instead of at will, +lvl damage instead of +(Cha+lvl)
Changed wording of #RTP/day to prevent stacking of unused points
And now, to business!
To business! *chink*
1
Angelic Vessel
http://supernatural.wikia.com/wiki/File:Castiel_shows_his_wings.png
Obligatory reference image is to the inspiration for this class - the angels in Supernatural.
Description
Angelic Vessels are pious men and women who willingly allow themselves to be the vessel for an angel, giving their bodies over to the forces of good and law. Alternatively, they could simply be the vessel for an angel's spark, giving them access to a small fraction of the angels' unimaginable power, but allowing them to retain their own minds.
Alignment
Within one step of Lawful Good (see Fallen and Rogue Angels)
Hit Die
d10
Class Skills
The Angelic Vessel’s class skills (and the key abilities for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Religion (Int), Knowledge: The Planes (Int), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skill Points at First Level
(4 + Intelligence Modifier) x 4
Skill Points at Each Additional Level
4 + Intelligence Modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Righteous Touch Damage|Spell-Like Abilities
1|+1|+2|+0|+0|Angelic Traits (Vision, Saves vs Poison), Speed Bonus (+10), AC Bonus, Righteous Touch, Smite (Evil)|1d6|
2|+2|+3|+0|+0|Angel's Grace|1d6|Detect Evil
3|+3|+3|+1|+1|Damage Reduction, Angelic Traits (acid 5, cold 5)|1d6|Protection from Chaos/Evil
4|+4|+4|+1|+1|Speed Bonus (+20)|1d8|See Invisibility
5|+5|+4|+1|+1|Smite (Chaos), Angelic Traits (electricity 5, fire 5)|1d8|
6|+6/+1|+5|+2|+2|Use Magic Device|1d8|Detect Chaos
7|+7/+2|+5|+2|+2|Disease Immunity|1d8|Invisibility
8|+8/+3|+6|+2|+2|Speed Bonus (+30), Angelic Traits (acid 10, cold 10, petrification immunity)|1d10|Shield of Faith
9|+9/+4|+6|+3|+3|Raise from Perdition|1d10|Discern Lies
10|+10/+5|+7|+3|+3|Smite (Sanctified), Angelic Traits (electricity 10, fire 10, Protective Aura)|1d10|Dimension Door
11|+11/+6/+1|+7|+3|+3|Angelflight|1d10|Tongues
12|+12/+7/+2|+8|+4|+4|Deathless, Speed Bonus (+40)|2d6|
13|+13/+8/+3|+8|+4|+4|Angelic Traits (acid 15, cold 15)|2d6|
14|+14/+9/+4|+9|+4|+4||2d6|Teleport
15|+15/+10/+5|+9|+5|+5|Smite (Unholy)|2d6|Planeshift
16|+16/+11/+6/+1|+10|+5|+5|Speed Bonus (+50)|2d8|
17|+17/+12/+7/+2|+10|+5|+5||2d8|Greater Teleport
18|+18/+13/+8/+3|+11|+6|+6|Soulcharge, Angelic Traits (acid immunity, cold immunity)|2d8|
19|+19/+14/+9/+4|+11|+6|+6|Righteous Fury|2d8|
20|+20/+15/+10/+5|+12|+6|+6|Eternal, Speed Bonus (+60)|2d10|Storm of Vengeance[/table]
Class Features
Weapon and Armor Proficiencies: Angelic Vessels gain proficiency with Angel Blades only, and with light armor, but not shields of any kind.
Angelic Traits: Angelic Vessels have low-light vision and darkvision to an additional 60 feet. If they already have low-light vision, they gain a +2 on Spot checks made in low-light conditions.
Vessels have a +4 racial bonus on saves against poison.
At 3rd level, they gain resistance to acid 5 and cold 5
At 5th level, they gain resistance to electricity 5 and fire 5
At 8th level, they gain resistance to acid 10 and cold 10 and are immune to petrification
At 10th level, they gain a Protective Aura and resistance to electricity 10 and fire 10
At 13th level, they gain resistance to acid 15 and cold 15
At 18th level, they gain immunity to acid and cold
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn.
AC Bonus (Ex): Angelic Vessels are protected by their gods, and have a sixth sense that lets them avoid even unanticipated attacks. When unencumbered and wearing light armor or no armor, the vessel adds their Charisma bonus (if any) to their AC (untyped bonus). This bonus to AC applies even against touch attacks or when the Angelic Vessel is flat-footed. They lose this bonus when they are immobilized or helpless, when they wear medium or heavy armor, when they carry a shield, when they carry a medium or heavy load, or when they have no Righteous Touch points in reserve.
Speed Bonus (Ex): At 1st level, 4th level, and every 4 levels thereafter, an Angelic Vessel gains a 10ft enhancement bonus to their speed. So, a 12th level human vessel would have a movement speed of 60ft (30 ft base, +30 ft bonus). They lose this bonus if they wear medium or heavy armor, carry a shield, carry a medium or heavy load, or have no Righteous Touch points in reserve.
During an Angelic Vessel’s turn, they may use a movement action to add a dodge bonus to their AC equal to one tenth of the Speed Bonus given by this class. This bonus lasts until the beginning of their next turn. For example, a 12th level vessel can use a move action to add a +3 dodge bonus to their AC. If the vessel would be denied their Speed Bonus, they may not use this ability.
Righteous Touch (Su): An Angelic Vessel with a Charisma score of 12 or higher can heal wounds (their own or others’) with a touch. A vessel may have up to (2 x charisma modifier x class level) Righteous Touch points in reserve at any one time. Once per day, at a time chosen by her in the same way that clerics choose when to prepare spells, her reserve of RTP is refilled to its maximum. Each point can heal one hit point of damage, and any number of points can be expended in each touch. For instance, a third level Angelic Vessel with a Charisma of 16 would be able to heal a maximum of (2 * 3 * 3) 18 hit points with one touch.
Beginning at 11th level, you can choose to spend some of the healing bestowed by your Righteous Touch to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Alternatively, a vessel can use these points to damage the unrighteous (and from an angelic perspective, a saint would be unrighteous). A number of Righteous Touch points up to equal with your Angelic Vessel level (minimum 1) may be channeled into a melee touch attack that deals lethal damage according to table 1: The Angelic Vessel, plus the number of Righteous Touch points expended. A vessel may choose to deal subdual/nonlethal damage instead, in which case they deal twice as much damage as a lethal attack. For example, if a medium-sized vessel of third level with a strength of 17 chooses to channel three points into their attack and have it deal lethal damage, it would be a melee touch attack that deals 1d6 + 6 damage (+3 from Strength, +3 from points). If the same vessel chose to deal nonlethal damage with that attack, it would deal 2d6 + 12 damage.
A Righteous Touch may be used as part of a full attack action.
Smite (Su): From their first level, an Angelic vessel is able to use Smite Evil a number of times per day equal to their Angelic Vessel level, but only on attacks using their Righteous Touch ability. This allows them to add their Charisma modifier to their attack bonus, and their Angelic Vessel level to the damage dealt, but only if the target is of an evil alignment. If the target is not evil, they are not damaged at all from the attack, but any Righteous Touch points and Smite usages are expended. If the attack deals nonlethal damage, the additional damage from a smite attempt is not doubled.
For example, a medium sized Angelic Vessel of third level with a Charisma of 16 and a Strength of 17 may choose to smite a target by expending 1 Righteous Touch point to deal nonlethal damage. This would give an extra +3 to attack, and would deal 2d6 + 11 damage (+2 from the Righteous Touch point, +6 from Strength, +3 from level). If the target is not evil, the attack deals no damage, but the Righteous Touch point and Smite use are still expended.
At 5th level, the Angelic Vessel gains the Smite (Chaos) ability, which is similar to Smite Evil, but the target must be of a Chaotic alignment. Smite Evil and Smite Chaos cannot both be applied to the same attack. They do not count towards the same maximum (i.e. a fifth-level vessel may use 5 Smite (Evil) attacks and 5 Smite (Chaos) attacks).
At 10th level, the Angelic Vessel gains Sanctified Smite. They may add 1d8 per 4 levels of damage to any smite attack they make.
At 15th level, Smite Evil now works on any non-good target, and Smite Chaos works on any non-lawful target. Any smite attack that deals nonlethal damage has the damage from the smite doubled also. Any smite attack that targets an outsider deals double damage (so a nonlethal attack on an outsider would deal quadruple the amount a lethal attack on a non-outsider would).
Spell-Like Abilities (SLA): Angelic Vessels gain spell-like abilities that function only if they have Righteous Touch points held in reserve. They may use many of their abilities at will, but more powerful abilities that require more than 20 points to be held in reserve can only be used a number of times per day equal to the vessel's Charisma modifier. The vessel gains these abilities as they progress though the class. All caster levels are equal to their Angelic Vessel level, and saves are Charisma based (where applicable). “RTP Reserve x” means that the vessel must have x Righteous Touch points in reserve to use this ability.
Note: SLAs that mimic the same spell (such as Teleport (self only) and Teleport) both count towards the same maximum. So, a 14th level vessel with a Charisma of 16 may use Teleport (self only) twice and Teleport once in one day, or any combination of the two such that their combined uses adds up to the vessel's Charisma modifier.
At 2nd level, they gain Detect Evil as the spell. RTP Reserve 1
At 3rd level, they gain Protection from Evil (self only) and Protection from Chaos (self only) as the spells. RTP Reserve 5
At 4th level, they gain See Invisibility as the spell. RTP Reserve 5
At 6th level, they gain Detect Chaos as the spell. RTP Reserve 1
At 7th level, they gain Invisibility (self only) as the spell. RTP Reserve 10
At 8th level, they gain Shield of Faith as the spell. RTP Reserve 5
At 9th level, they gain Discern Lies as the spell. RTP Reserve 1
At 10th level, they gain Dimension Door (self only) as the spell. RTP Reserve 20
At 11th level, they are constantly under the effect of Tongues as the spell. RTP Reserve 5
At 14th level, they gain Teleport (self only) as the spell. RTP Reserve 40
At 14th level, they also gain Teleport as the spell. RTP Reserve 60
At 15th level, they gain Plane Shift (self only) as the spell. RTP Reserve 45
At 15th level, they also gain Plane Shift as the spell. RTP Reserve 65
At 17th level, they gain Greater Teleport (self only) as the spell. RTP Reserve 65
At 17th level, they also gain Greater Teleport as the spell. RTP Reserve 85
At 20th level, they gain Storm of Vengeance as the spell. RTP Reserve 100
Angel’s Grace (Ex): At 2nd level, an Angelic Vessel gains a bonus to saves equal to their Charisma bonus. In addition, they may, as an immediate action, add one tenth of their Speed Bonus to one save until the beginning of their next action. If they do so, the vessel cannot move more than their base speed during their next move action. This ability cannot be used if the vessel has applied their Speed Bonus as a dodge bonus to AC, or in any situation in which they would be denied their Speed Bonus.
Damage Reduction (Ex): Beginning at 3rd level, Angelic Vessels have damage reduction equal to one half their AV level/chaotic or DR = 1/2 AV level/evil. They choose which at 3rd level, and cannot change it afterwards. This only applies as long as the vessel has RTP. At 20th level, it changes to DR = 1/2 AV level/chaotic and evil.
Use Magic Device (Su): From 6th level, Angelic Vessels can take 10 on a Use Magic Device check, as long as they expend 5 RTP to do so. Otherwise, they may roll as normal.
Disease Immunity (Ex): At 7th level, vessels are immune to all mundane poisons and diseases.
Raise from Perdition (SLA): At 9th level, the Angelic Vessel gains Raise from Perdition. This ability functions as the Raise Dead spell, with the following exceptions. The target has died within 1 day. The duration is instantaneous if the subject’s body is whole. If it is not, it takes 1 week, and the subject is returned fully healed and restored. Regardless of how long it takes, the Angelic Vessel must expend their maximum Righteous Touch points for the day on the target, and for each day of the ability’s duration.
At 13th level, this ability improves. If the target died within 1 day of beginning the ability, then it only takes half of the vessel’s maximum RTP for the day. Additionally, they may now revive creatures that died within 1 day per Angelic Vessel level, though if the target died more than 1 day before starting the ability it takes the vessel’s full RTP allotment for each day.
At 18th level, the target may have died within 1 year per AV level (but requires the maximum RTP for 2 weeks). If the target died within 1 day, the ability only takes one quarter the AV’s maximum RTP. If the target must be restored, the ability takes half the maximum RTP, but only 2 days.
Note: this ability has a material component of 5000 gp worth of diamonds.
Angelflight (Su): At 11th level, an Angelic Vessel begins to stretch its wings. For a number of rounds per day equal to twice their charisma bonus, the vessel gains a fly speed equal to their ground movement speed with poor maneouverablility. This flight can be extended by expending 10 RTP per additional round of flight. An Angelic Vessel loses its fly speed if it does not have any RTP left, and begins falling at the end of the round in which its last RTP is expended.
At 14th level, their maneouverability increases to average, to good at 17th level, and perfect at 20th level.
From 14th level, the Angelic Vessel’s fly speed is equal to twice their movement speed.
Additionally, at 17th level, there is no maximum number of rounds for an angel to remain in flight.
Finally, from 20th level, a vessel may fly with a medium or heavy load.
Deathless (Ex): At 12th level, vessels are immune to all death effects and do not age (they incur no penalties for aging and do not die of old age).
Soulcharge (Su): From 18th level, a number of times per day equal to their Charisma modifier, an Angelic Vessel that uses their Righteous Touch ability to deal nonlethal damage can regain RTP equal to half the damage dealt in this way.
From 19th level, a number of times per day equal to their Charisma modifier, an Angelic Vessel that uses their Sanctified Smite ability may regain 1d8/4 levels RTP.
Righteous Fury (Su): From 19th level, and Angelic Vessel does not need to sully his or her hands in order to purge the world of the unrighteous. Instead, they may use their Righteous Touch ability (both for healing and damage, though not their Smite abilities) as a ranged touch attack. The range of this attack is 60ft, and may be extended by an additional 60ft for every 30 RTP the vessel expends (note: points used in this way do not count towards the usual maximum). They do not add their strength or dexterity modifiers to damage if they use this ability.
Additionally, the threatened area for their Righteous Touch now extends to the boundaries of their Protective Aura.
Eternal (Ex): At 20th level, an Angelic Vessel cannot be killed. Any effect that would reduce them to below -10 hit points causes them to be instead reduced to -9 hit points, stabilized, and instantly dismissed (as the spell) to their own paradise in one of the good-aligned outer planes. This ability only functions if the vessel has at least one Righteous Touch point in reserve, and is countered by any effect that blocks planar travel. They regain hit points at the normal rate for unattended, resting characters. The vessel cannot leave his or her paradise of their own power (such as their Plane Shift SLA), though they may be summoned with Greater Planar Ally, wish, miracle or similar effects.
Note: An Angelic Vessel may be summoned with Greater Planar Ally, no matter how high their HD is. 1000gp/HD worth of diamonds must be used up in the attempt.
The only ways to kill an Angelic Vessel are with an Angel Blade, with a good- or lawful-aligned weapon, by reducing them to -10 hit points in their paradise, or by having them leave a circle of lit Unholy Oil.
Fallen and Rogue Angels
If an Angelic Vessel's alignment changes to more than one step away from Lawful Good, they are no longer considered angels. They do not lose any abilities (except as noted below), and can continue to take levels in the class, with the following changes.
Fallen Angels are of either the Lawful Evil (LE) alignment, or True Neutral (TN) after having been Neutral Good (NG). Any references to "evil" in their class features (such as Smite Evil, Protection from Evil, Magic Circle Against Evil, etc.) are changed to "good", and any references to "good" are changed to "evil".
Rogue Angels are of either Chaotic Good (CG) alignment, or True Neutral (TN) after having been Lawful Neutral (LN). Any references to "chaos" or "chaotic" in their class features (such as Smite Chaos, etc.) are changed to "law" or "lawful", and any references to "law" or "lawful" are changed to "chaos" or "chaotic".
Rogue Fallen Angels are of the Chaotic Evil (CE) alignment. They die. Horribly. Alternatively, combine the two above to taste.
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Well, what do you think? Care to help a poor, misguided, bad-at-balancing newbie (though hopefully not n00b) make a half-decent class?
Also, I need help coming up with what, exactly, an Angel Blade should be. All I've got so far is that it's a silver spike that any Angelic Vessel can start with for free, and requires exotic weapon proficiency for anyone else to use. Other than that... umm... yeah.
Changes Log
Discern Lies moved from 3rd level to 9th level
Damage Reduction reduced from level/evil to 1/2 level/evil (and chaos, whatever)
SLAs with an RTP reserve requirement of more than 11 changed from at will to Cha/day
Text regarding material component of Raise from Perdition added
Eternal moved to 20th level, can be killed by a good- or law-aligned weapon
Voidsoul Smite removed
Soulcharge changed from at will to Cha/day
Added Strength bonus to example Smite
SLAs with an RTP reserve requirement of more than 11 changed from Cha/day to having a cost roughly equal to the reserve -10
Damage Reduction moved from 1st level to 3rd level
Reformatted
Added ability types to all class features
Changed high-RTP reserve SLAs to over 20, made them usable Cha/day.
Added Craft, Profession and UMD as class skills
Changed UMD class feature from "temporary skill points" to "5 RTP=take 10"
Added column in the table - Righteous Touch Damage
Changed RT from "melee touch attack that deals damage as an unarmed strike" to "melee touch attack that deals damage according to the table"
Put Angelic Traits all through the table
Added "per day" to description of Angelflight, increased RTP cost from 2 to 10
Changed RT to "# of points from 1 to level" instead of "any number" for offensive uses
Changed smite to lvl/day instead of at will, +lvl damage instead of +(Cha+lvl)
Changed wording of #RTP/day to prevent stacking of unused points