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View Full Version : The Seraphic [d&d 3.5 Race: Make Your Own Lesser Angel]



Lix Lorn
2013-04-05, 06:32 PM
THE SERAPHIC-LESSER CELESTIALS

The Seraphic are an odd race descended from the ranks of the various protectors of good. They bear mighty wings, generally feathered, and are invariably handsome and skilled.

TYPICAL SERAPHICS
Seraphics are wonderful. Too wonderful. Skilled in every field they take their hand to, they often fall foul of the jealousy of those around them. They are generally kind and friendly, reacting fairly to all they experience. Their greatest fault tends to be pride, when an Seraphic realises just how powerful he is.

PHYSICAL DESCRIPTION
Seraphics most commonly look like beautiful humanoids, with vast white-feathered wings upon their backs. Some exhibit strange skin colours, or the features of their ancestors.

Relations With Other Races
Most races are inclined to trust the Seraphic, due to their predominantly trustworthy nature and reliability. They are oddly friendly to the Fiendish. Forgiveness is a wonderful trait, and the Fiendish are, by and large, reliable enough to keep it.

Alignment
The majority of Seraphics are, as expected, Good aligned. There are small factions of Evil Seraphics, many of whom are sick of advantage being taken of them, or of always being expected to be heroes. Neutral Seraphics are very rare. They can be either chaotic or lawful, varying as much as their ancestors.

Lands
Seraphics have a fondness for the desert, building cities of stone among the dunes and oases. They enjoy the sunlight and the warmth, as well as the coolness of the night. Some live in the Celestial realms, along with their ancestors.

Religion
Being descended from celestial stock, many Seraphics worship the gods of light and good. Some do not worship at all, some because they consider themselves a form of divinity. Of course, a small subsection worship the gods of evil, but this is very rare. Kord in particular is a favourite, although Pelor is a close second.

Language
Most Seraphics simply speak Common, although many often use Celestial.

Common Names
Most Seraphics use similar names to other humanoid species, but some use more exaggerated and spectacular names, such as Cassiel, Hadaniel, or Maximus.

Adventurers
Seraphics make excellent adventures, having a wide base of competence. However, they are generally content to stay in their community. Much like more common races, only the restless become adventurers.

Racial Traits
Abilities: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha. The Seraphics are naturally skilled in almost everything.
Size: Medium
Type: Outsider (Good, Native). The Seraphic are not subject to spells and effects that only affect humanoids. Spells and effects always consider them good, regardless of their actual alignment.
Movement Rate: 30ft land, as well as 30ft flight (Average).
Angelskin: The Seraphic have natural Resist equal to half their ECL. This Resist is penetrated by evil, as well as one of either law or chaos, chosen at character creation. Resist is applicable to all forms of damage that do not penetrate all resistances. It fails to Force damage, as well as damage that penetrates DR or Energy Resistance.
Celestial Heritage: The blood of celestials flows in every Seraphic. With time, they can unlock the secrets of their ancestors. At each Effective Character Level divisible by three, they may choose a single bonus Celestial feat.
Favoured Class: Paladin, Favoured Soul, Noble Guardian
LA: +2

Racial Feats
Celestial feats: These all require an Seraphic racial feature, but a Half Celestial of the appropriate type would also fit, as would other celestial creatures, as the DM dictates. They generally grant the Seraphic some mutation or ability fitting one of their ancestors. When they grant mutations, the Seraphic can often undo them. This is a fluff decision, not a mechanics one: The intention is that the Seraphic’s channeling of their ancestors is entirely safe. While stories of mutation and exile and being outcasts are interesting, they aren't what I wanted as a default for Seraphics. As a second note,

Deva’s Tongue (Celestial)
Prerequisites: Wis 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: By focussing on the skills of your Seraphic heritage, you gain the ability to speak with any creature that has a language, as though using a tongues spell with caster level equal to your ECL. This ability can be used once per day as a swift action.
Special: The Seraphic may take this feat a second time, as long as their ECL is at least ten. If they do, they gain the Tongues ability permanently.
Normal: You are not a linguist, although you may still be cunning.

Force of Will (Celestial)
Prerequisites: Wis 17, Deva’s Tongue
Benefit: With practice and concentration, you unlock the Deva’s ability to stun with its weapons. Once per encounter per 5ECL, minimum once, you may declare any successful attack which dealt bludgeoning damage to be a stunning attack. The victim must succeed on a fortitude save with DC 10+1/2ECL+Wis mod or be stunned for one round.
Normal: Common sense is a superpower, but not this one.

Perfect Form (Celestial)
Prerequisites: Con 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: You gain the healing abilities of the Planetars. This is Fast Healing, with a rate equal to your Con modifier.
Special: You may take this feat a second time. If you do, you may regenerate missing limbs as if with regeneration.
Normal: Healing generally requires you be nice to the cleric.

Shifting Form (Celestial)
Prerequisites: Con 17, Perfect Form
Benefit:You gain the ability to change your form. This functions as the Change Shape ability, and they may use it to assume any small or medium humanoid form.
Normal: You’re stuck with one inhumanly beautiful and perfect form.

Heaven’s Light (Celestial)
Prerequisites: Cha 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: You learn from the Lantern Archons how to project a powerful beam of light. This takes a standard action, and is a ranged touch attack with a range of 30ft+5ft/2 ECL. It deals 1d6+cha mod damage, and is a light based attack unaffected by any damage reduction or energy resistance. Using this is a standard action.
Special: You may take this feat a second time. If you do, you may use this ability as an attack action, including the ability to make iterative attacks.
For the purposes of spells and items, this is treated as a natural attack.
Normal: You are not better armed than the imperial guard.

Celestial Firefly (Celestial)
Prerequisites: Cha 17, Heaven’s Light
Benefit: As a full round action, you may reduce yourself to a Small ball of light, which flies at a speed of 40ft, with perfect maneuverability. All your equipment is subsumed, and you replace your physical racial ability modifiers with those of a lantern Archon (-10 Str (minimum 1), +0 Dex, +0 Con). You may still use your Light ray in this form. This form has a -4 penalty to Hide checks, but grants a +10 to a disguise check to seem like someone other than yourself. Reversing this transformation takes a full round action.
Normal: You are not a wisp.

Divine Hound (Celestial)
Prerequisites: Str 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Drawing on the Hound Archon’s relentless fury, you can assume some canine characteristics. As a full-round action, you may transform your head into that of a hound, gaining a primary bite attack dealing 1d8+Str mod damage for a medium character. This change can be reversed with a minute’s concentration.
Special: You may take this feat a second time. If you do, you may also use the Change Shape ability to mimic any canine animal within one size category of yours. In addition, you can transform your head as a swift action, or undo it as a standard action.
Normal: Your bark is worse than your bite.

Holy Judgement (Celestial)
Prerequisites: Str 17, Divine Hound
Benefit: With the heritage of the Hound Archons, the Seraphic will not suffer evil to live. Once per encounter, they may make a Smite attack. This has a +2 bonus to hit, and a bonus to damage equal to your ECL, but only applies against foes opposed to your alignment on at least one axis.
Special: You may take this feat multiple times. Each additional feat adds one to the amount of times you can use this smite attack in an encounter.
Normal: There’s one reason to take paladin levels.

Trumpet’s Call (Celestial)
Prerequisites: Wis 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: By blowing on a trumpet, you may, once per encounter, produce an awe-inspiring note. All creatures other than those with the (Good) subtype within 50ft+5ft/HD must pass a will save with DC 10+1/2ECL+Wis mod, or be paralyzed for one round.
Normal: Your music does not shock people to stillness.

Warsong (Celestial)
Prerequisites: Wis 17, Trumpet’s Call
Benefit: You gain the Aura of Menace ability. Any hostile creature within a 20-foot radius of you must succeed on a Will save to resist its effects. The save DC is equal to 10+1/2 ECL+Wis mod. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Normal: You only drive people off when you need to bathe.

Flight of the Guardian (Celestial)
Prerequisites: Dex 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Drawing on the power of the Avorals, you can greatly increase your skill with your wings. Your flight speed increases by 10ft per point of Dexterity modifier. Your maneuverability also increases by one step for each 30ft increase in speed, to Perfect at +60ft speed.
Special: You may take this feat a second time. If you do, you may transform your legs into powerful claws, which serve as secondary natural weapons dealing 1d8+1/2 Str damage for a medium character. You can make these transformations as a swift action, or undo it as a standard action.
Normal: You can’t fly without magic.

Eyes of the Avoral (Celestial)
Prerequisites: Dex 17, Flight of the Guardian
Benefit: Calling on the heritage of the Avorals, you can see the truth. For a number of rounds per day equal to your ranks in spot divided by three, you enjoy an Extraordinary True Seeing effect, as the spell.
Special: You may take this feat more than once, each time doubling the total duration of your sight.
Normal: You need to get contact lenses from Q to see that well.

Leonal’s Grip (Celestial)
Prerequisites: Str 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: You gain the Improved Grab ability in conjunction with your natural weapons, as well as any weapon you possess Weapon Focus for.
Special: If you possess Str 15, you may take this feat a second time. If you do, you gain the Pounce special ability.
Normal: You grapple OR bite.

Lion’s Roar (Celestial)
Prerequisites: Str 17, Leonal’s Grip
Benefit: You can project a mighty roar, echoing the power of your ancestors. This roar is a cone, of length equal to 5ft per point of Str modifier. It deals 2d6+Str mod damage.
Special: You may take this feat up to twice more. The first time requires Str 19, and improves the damage to 2d6+Str plus 1d6 for each second effective character level. The second time requires Str 21 and character level 15, and applies the effects of Holy Word, or the version matching the user’s alignment, to anyone in the area of the cone.
Normal: Your roars are merely embarrassing.

Scouring Strike (Celestial)
Prerequisites: Dex 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the desert-loving Eladrin, you can project blinding, sharp blasts of sand to harm your foes. As a standard action, you produce a line with length 20ft+5ft/Dex mod, dealing 3d4 slashing damage to all in its path.
Special: You may take this feat a second time. if you do, the damage is increased by 1d4 for each third effective character level you possess.
Normal: Throwing sand is a dirty trick, not a dangerous one.

Bralani’s Vortex (Celestial)
Prerequisites: Dex 17, Scouring Strike
Benefit: Like the Bralani, you can take on the form of a whirlwind. In whirlwind form, you gain +20ft movespeed, and +2d4 damage to this feat’s prerequisite, as well as +3 to your Resist against ranged attacks, other than AoE and touch attacks.
Normal: You are not a natural disaster, whatever the mayor shouted as he chased you out of town.

Cervine Horns (Celestial)
Prerequisites: Con 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: With the heritage of the Cervidals, you can grow impressive horns, usable as weapons.
As a full-round action, you may grow a pair of horns, gaining a secondary gore attack dealing 2d6+Str mod damage for a medium character. This change can be reversed with a minute’s concentration.
Special: You may take this feat a second time. If you do, your gore deals bonus damage on a charge equal to your Strength modifier.. In addition, you can grow these horns as a swift action, or undo it as a standard action.
Normal: You are not part goat, however stubborn you are.

Purifying Touch (Celestial)
Prerequisites: Con 17, Cervine Horns
Benefit: Drawing on Cervidal power, you can remove disease and poison at a touch. Once per encounter, (or once an hour outside of combat), you may produce the effects of a Neutralise Poison or a Remove Disease spell.
Special: You may take this feat more than once ach time adding one to your uses.
Normal: You lack an excuse for your touching.

Wolf’s Agility (Celestial)
Prerequisites: Dex 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like your Lupinal ancestors, you can dodge attacks as they fly for you. Once an encounter, you may dodge a ranged attack, preventing it from striking.
Special: You may take this feat more than once,m each time requiring a Dexterity score two higher and adding one to this ability’s uses per encounter.
Normal: You do not get to say ‘whoah’ and wear a leather jacket.

Howling Presence (Celestial)
Prerequisites: Dex 17, Wolf’s Agility
Benefit: As a full round action, you may loose a terrible howl, travelling thirty foot for each point of dexterity modifier you possess. Foes in this area must make a will save, with DC 10+Dex mod+1/2 ECL, or become shaken for 2d6+Dex mod rounds. A shaken foe becomes panicked, resetting the duration.
After a foe has passed a save against this ability, it is immune to further uses.
Normal: Howling makes you look dumb.

Justicator’s Fury (Celestial)
Prerequisites: Wis 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit:Like the Justicators so distantly related to you, you wield your belief as a weapon.
Twice per encounter, you may use the alignment version of Order’s Wrath that matches your alignment as a spell-like ability, with CL equal to your ECL.
Special: You may take this feat more than once. Each time you do, add two to your per-encounter uses.
Normal: Being a douchebag doesn’t let you throw divine lightning.

Silver Blade (Celestial)
Prerequisites: Wis 17, Justicator’s Fury
Benefit: Your natural weapons, and any weapon you wield, is treated as Silver and aligned to your alignment for the purposes of resistances and regenerations.
Normal: You suck up that damage resistance or you use a weaker weapon.

Swooping Vengeance (Celestial)
Prerequisites: Int 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Deeper into the Owl’s heritage, you can transform your feet into powerful talons as a full round action. They are two secondary claw attacks, each dealing 1d4+Str mod damage. When charging with a fly speed, you may automatically make two claw attacks as well as your charge, or attempt to start a grapple without provoking an attack of opportunity.
Undoing this change requires a minute’s concentration.
Special: You may take this feat a second time. If you do, you gain the Improved Grab ability with your claws, allowing you to automatically start a grapple when you successfully hit with them. In addition, you may now transform your talons as a swift action, and undo them as a standard action.
Normal: You are not a bird of prey.

Owl’s Gaze (Celestial)
Prerequisites: Int 17, Swooping Vengeance
Benefit: Like the Owl Archons, your gaze can turn the unjust to stone. A number of times per day equal to your intelligence modifier, you may make a ranged touch attack with range 60ft. On a hit, the target must pass a fortitude save (DC 10+Int mod+1/2ECL) or be instantly turned to stone. The Seraphic can undo this with touch.
Special: You may take this feat a second time, as long as you possess character level 14. If you do, you may use this ability a number of times per encounter equal to half your intelligence modifier.
Normal: You need to be ugly to freeze people with a glance.

Blades of Justice (Celestial)
Prerequisites: Str 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the Sword Archons, you can transform your forearms into powerful weapons. This takes a swift action to do, and a standard action to undo. These weapons are usually longswords, but may also be any other one-handed weapons. As a bonus, you may automatically craft a token that serves as an arcane anchor for your weapons. This token can be enchanted as if a masterwork weapon, and any valid enchantments upon it are also applied to your armblades.
Special: You may take this feat a second time. If you do, your armblades can be any valid set of weapons you could wield, including two handed weapons and even shields. You must be proficient in the chosen loadout. If you choose a shield, your token may be enchanted as armor separately to its weapon enchantments.
Normal: Like the Iron giant, you are not a weapon.

Force of Faith (Celestial)
Prerequisites: Str 15, Blades of Justice
Benefit: Your weapons are powered by all the will of your belief. Choose a single aspect of your alignment. All weapons you wield, including your armblades and natural weapons, gain the relevant enchantment-Holy, Unholy, Anarchic or Axiomatic-as well as one of the basic energy enchantments. If the weapons already have the chosen enchantment, its potency is increased-Holy and the like increase by 1d6, while energy enchantments increase by one die size.
Special:You may take this feat more than once, each time choosing a different alignment descriptor and/or elemental enchantment.
Normal: Your weapons are not evoked by faith.

Eternity’s Strike (Celestial)
Prerequisites: Str 17, Force of Faith
Benefit: Once per encounter, you may make a special Discorporating attack on a charge or dive attack. If it deals damage, the foe must pass a fortitude save, or else die immediately.
Normal: Your justice blade does not disintegrate on hit.

Penitent Gaze (Celestial)
Prerequisites: Wis 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the mighty throne archons, you can judge your foes. This is a standard action which can be used once per encounter. One foe must make a will save (DC 10+Wis mod+1/2ECL) or suffer according to how his alignment differs from yours.
If his alignment differs by one point, such as a lawful good seraphic and a neutral good or lawful neutral foe, he is fatigued.
If it differs by two, such as a true neutral, lawful evil, or chaotic good foe, he is fatigued and suffers damage equal to your ECL+Wis modifier.
If it differs by three, such as neutral evil or chaotic neutral, they are exhausted instead of fatigued, but take the same damage.
If their alignment is a full four points different – chaotic evil for a lawful good user – they take double damage as well as being exhausted.
Obviously, this feat is less useful for a partially neutral character, and weak for a true neutral character.
Special: You may take this feat a second time. If you do, you may use your gaze once per encounter per point of Wisdom modifier.
Normal: Judge not lest ye be judged.

Redemption’s Touch (Celestial)
Prerequisites: Wis 17, Penitent Gaze, ECL 11.
Benefit: Your rhetoric can shake hearts and tear spirits. With a minute of conversation, you can exert a mind-effecting language effect that causes the enemy to make a will save vs moving closer to your alignment by one degree on one axis of their choice. The save DC for this effect is only 8+Wis mod+1/2ECL, but a foe affected by Penitent Gaze this encounter suffers a penalty to his save equal to the number of degrees of difference in their alignment. This ability may be used once per encounter, or once every five minutes outside of combat.
Note that even if you change someone’s alignment, they will not begin to like you. This ability may not be used on the same target more than once in a week.
Special: This ability is incredibly morally questionable. Even using it to forcefully redeem evil may not be a good act. Paladins, handle with care. Do not use this ability on another PC without their player’s consent.
Normal: You need good arguments.

Searing Winds (Celestial)
Prerequisites: Cha 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the fiery asuras, you can set your wings aflame. While aflame, you can blast out a cone of searing heat. This cone is 5ft long for each point of charisma modifier you possess, and deals 2d6+cha mod damage.
Special: You may take this feat a second time. If you do, you increase the damage of youyr cone to 1d6/2 effective character levels.
Normal: Your wings are not on fire, or, if they are, something has gone wrong.

Fire’s Angel (Celestial)
Prerequisites: Cha 17, Searing Winds
Benefit: You gain Immunity to fire.
Normal: Everyone has immunity to fire. Except you.

Ysgard’s Horns (Celestial)
Prerequisites: Con 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the Bariaurs, you can bear a pair of curly horns. They give you a primary horn attack dealing 1d6+Str mod damage, with a x3 critical modifier. Manifesting these horns takes a full round action, while removing them requires five minutes of concentration.
Special: You may take this feat twice. If you do, you may now gain your horns as a swift action, and undo them as a standard action. In addition, your gore deals double damage on a charge.
Normal: You’re not that horny.

Bariaur’s Form (Celestial)
Prerequisites: Con 17, Ysgard’s Horns
Benefit: Like the Bariaurs, you have a quadrupedal form, giving you +4 to checks against trip and bull rush attacks, as well as increasing your carrying capacity to 1.5 times its normal amount.
You can reassume your normal form with five minutes effort, and then take tauric form as a full round action. Tauric forms from this feat are usually based on rams, but cross-contamination from other species can cause other forms.
Special: If you have the second purchase of Ysgard’s Horns, you may assume tauric form as a swift action, and humanoid form as a dtandard action.
Normal: You have two legs, and no hooves.

Circle of Virtue (Celestial)
Prerequisites: Cha 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the tiny Coure, you can protect yourself from foes of your alignment. By concentrating, you can create a Magic Circle against one alignment opposite your own. It lasts as long as you concentrate on it, to a maximum of Cha mod rounds per encounter total.
Special: You may take this feat more than once, each time adding cha mod to the uses per encounter of this ability.
Normal: You are not protected by your faith unless you donate to the priests.

Tiny Form (Celestial)
Prerequisites: Cha 17, Circle of Virtue, ECL 8
Benefit: As a full round action, you may shrink down to Tiny size, with all the benefits and weaknesses thereof. Changing back requires five minutes of concentration.
Special: You may take this feat a second time. If you do, you may further transform, being able to shift into a ball of light with the Incorporeal subtype. In addition, these transformations are sped up, becoming a swift action to change into either form, and a standard action to return to your normal form.
Normal: You stay big.

Inferno’s Gaze (Celestial)
Prerequisites: Cha 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the Firre, you can set your foes ablaze with but a stare. As a full round action, you may stare at one foe. They must make a will save, or else burst into flames and suffer 2d6+cha mod fire damage.
Special: You may take this feat twice. If you do, you may use this gaze once per round as your first attack action in the round, (A standard action or the first attack of a full attack), and your gaze increases to do 1d4/2 effective character levels +cha mod fire damage.
Normal: ‘Smouldering gaze’ is a metaphor. And not a great one.

Pillar of Flame (Celestial)
Prerequisites: Cha 17, Inferno’s Gaze
Benefit: As a full round action, you can transform into a pillar of flame. In this form, you gain your charisma modifier to AC as a deflection bonus, and add 2d6 fire damage to all your attacks. You may remain in this form for cha mod rounds per encounter.
Special: You may take this feat more than once. If you do, add cha mod to the rounds per encounter use of this form. In addition, if you have this feat two or more times, you my assume the pillar’s form as a swift action, and return to normal as a standard action.
Normal: Being a pillar of fire hurts.

See the Truth (Celestial)
Prerequisites: Wis 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Like the Shirada, you understand that free will is precious. By talking to someone for one minute, you understand if they are under any Enchantment effects.
A number of times per day equal to your wisdom modifier, you may attempt to cleanse falsehood from a single target. By touching them, you allow them to make a saving throw against the original DC of the oldest enchantment effect still applied to them. If they succeed, the effect ends, and they may attempt to save against the next.
Normal: Enchantments are great. This guy told me.

Protective Aura (Celestial)
Prerequisites: Wis 17, See the Truth, ECL 10
Benefit: A number of times per day, you may protect an ally from enemy magic. By touching them, you may surround them with a lesser globe of invulnerability, as if cast by a cleric with caster level equal to your ECL.
Normal: Protecting things is hard.

Dream Scour (Celestial)
Prerequisites: Cha 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Whenever you strike a foe, you breathe chaos into their mind. This deals one point of charisma damage.
Normal: You have to cope with just killing them.

Shining Blade (Celestial)
Prerequisites: Cha 17, Dream Scour
Benefit: Your weapons glow with light. Any weapon you wield gains the brilliant energy property.
Normal: Your weapons do not glow.

Radiant Renewal (Celestial)
Prerequisites: Int 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: Somehow, your line has the powers of the Quesar locked within, and daylight renews your form. In daylight, whether natural or from the spell, but not from a Quesar, you have Fast Healing equal to your Int Mod.
Special: You may take this feat twice. If you do, you may regrow lost limbs and bodyparts, as per regeneration.
Normal: You aren’t part star-robot.

Brilliant Strike (Celestial)
Prerequisites: Int 17
Benefit: You enhance your attack with star power. It deals bonus damage equal to Int Mod+1d6/2 Effective character levels. If it slays the foe, they are disintegrated. You may enhance an attack a number of times per encounter equal to your Int mod.
Special: You may take this feat more than once, each time adding Int Mod to your uses per encounter.
Normal: You cannot burn things with incandescent light.

Guardian Force
Prerequisites: Con 13, Angelskin racial feature (Or suitable substitute such as Half Celestial template)
Benefit: You, like the Shield Archons you descend from, can apply half of your Shield Bonus to AC as an AC bonus for all allies adjacent to you.
Normal: You keep the thing to yourself.

Distraction Archon
Prerequisites: Con 17, Guardian Force
Benefit: Sometimes, the easiest way to defend someone is to make someone else very, very angry-perhaps by insulting their mother.
Once an encounter per point of Charisma modifier you may challenge one foe. This effect is not language dependent, and may in fact be as simple as a smirk, but it is mind-affecting. The target must pass a will save. If it fails, it is incapable of attacking or adversely affecting any other foe if doing so prevents it from also affecting you.
Special: You may take this feat a second time, doubling your per-encounter uses.
Normal: Your insults are merely irritating.

Seraphic Armaments (Celestial)
Prerequisites: Wis 17, any three Celestial feats with the prerequisite: ‘Angelskin racial feature (Or suitable substitute such as Half Celestial template)’, ECL 10
Benefit: By unlocking more and more power, you learn the secrets of the weapons of the Solars. Choose one of the following:
Dancing Blades: You may have a single weapon dance, exactly as if it was a Dancing weapon, for a total of Wis Mod rounds per encounter..
Slaying Arrows: Once per day, she may make any arrow she fires a Slaying arrow in addition to any other abilities it has. She chooses what type the arrow is keyed to. The save DC for these arrows is equal to 10+1/2ECL+Wis mod.
Special: You may take this feat more than once. Each time you do, you may gain the other ability, or add to the uses of one you already possess.
Normal: Your weapons are boring and not Solary at all.

Solar’s Might (Celestial)
Prerequisites: Wis 19, Seraphic Armaments, any three Celestial feats, each of which has a Celestial feat as a prerequisite.
Benefit: You gain a single Outsider hit dice, along with hit points, increased attack bonus, and saves.
Special: This hit dice does NOT increase your effective HD, ECL, or any other derived ratings, unless they are calculated by Seraphic racial feats, in which case it applies in full. It does not count as a level for the sake of feat or ability score increase progression, and is not combined with another class in gestalt.
This feat may be taken more than once, but each one requires three different prerequisite feats, and a Wisdom score one higher.
Normal: HD requires time and work to obtain, not feats.

New Monster-Shield Archon
Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 10d8+50 (95hp)
Initiative: +3
Speed: 20ft
Armor Class: 24 (10+1 Dex+8 Armor+5 Shield)
Base Attack/Grapple: +9/+14
Attack: +14 Shield Slam (3d8+3)
Full Attack: +14/+9 Shield Slam (3d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell Like Abilities, Challenge
Special Qualities: Archon Traits, Powerful Build, Interpose
Saves: Fort +12, Ref +10, Will +9
Abilities: Str 15, Dex 17, Con 21, Int 13, Wis 15, Cha 14
Skills: Diplomacy +15, Concentration +18, Spot +15, Listen +15, Swim -13 (including a -28 ACP), Search +15, Sense Motive +15, Survival +15, Autohypnosis +15 (9 at max of 13)
Feats: Power Attack, Improved Shield Bash, Fortress Strike, Combat Reflexes, Shieldmate (B), Improved Shieldmate (B), Guardian Stance (B)
Environment: A lawful-good aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 7
Treasure: Normal
Alignment: Always Lawful Good
Advancement: 11-12HD (Medium), 13-16 HD (Large) or by character class (Favoured: Paladin, Crusader, Noble Guardian)

A Shield Archon resembles a towering, muscled humanoid, usually wearing a full suit of plate. They wield no weapons, but carry a massive, spiked shield. Most Shield Archons lean more towards the Good part of its alignment.

This armor is Full Plate, and the shield is a +1 Tower Shield with +3 Spikes.

In combat, Shield Archon prefers to use full defence in conjunction with its Guardian Stance feat. Its weapons are treated as good and law aligned.

Aura of Menace: The Shield Archon’s Aura of Menace has a DC of 19. This includes a +2 racial bonus.

Challenge: Twice an encounter, (once per point of Charisma modifier), a Shield Archon may challenge one foe. This effect is not language dependent, and may in fact be as simple as a smirk, but it is mind-affecting. The target must pass a will save. If it fails, it is incapable of attacking or adversely affecting any other foe if doing so prevents it from also affecting the Shield Archon.
It could cast a fireball on the Archon and his allies, but could not target it in such a way that the archon was not within the radius.

Interpose: A Shield Archon applies half its full Shield Bonus to AC to the AC of all allies adjacent to it, in addition to the bonus of its Shieldmate feat.

Spell Like Abilities: At will—aid, continual flame, detect evil, message.

Shield Feats (Fighter)
Fortress Strike
Prerequisites: Improved Shield Bash, Tower Shield Proficiency.
Benefit: You may make shield bash attacks with a tower shield, which has a damage of 1d10 bludgeoning for a medium tower shield. It is considered a two handed weapon.
Special: Contrary to previous publications, shield spikes may be added to a tower shield, for a cost of 30gp. The tower shield must be masterwork.
Normal: Tower shields are way too heavy to bash with. Which is a shame.

Guardian Stance (Fighter)
Prerequisites: Improved Shieldmate
Benefit: Those who attack your foes rapidly learn to regret it. When you use the total defence action, then you may make an attack of opportunity against anyone who attacks one of your allies, assuming they are within threat range and you have attacks of opportunity remaining.
Normal: You’re kinda selfish.

Fredaintdead
2013-04-07, 02:00 PM
I'd say you've got a nice variety there, and I don't see any glaring issues with anything. So yeah, good job. :smallsmile:

Lix Lorn
2013-04-07, 05:48 PM
Updated with a homebrew archon, two feats to emulate it, and a few shield-feats for it and anyone else to use.

NotScaryBats
2013-04-14, 06:43 PM
I a like the little jokes under the normal category for all the feats <3

I would play one of those!

Lix Lorn
2013-04-14, 09:39 PM
Glad you appreciate them! Thanks! :smallsmile:

Debihuman
2013-04-22, 01:36 PM
Why do they get a +2 for LA for all their feats? No other feats do this. I'm a little wary of the power creep. Saves should be based on HD not ECL. I'm especially leery of Solar's Might. There's no way I'd allow this as written. If you want a level for free, it better count as HD and ECL.

Angelskin is confusing. Why not just give them Resistance to electricity 5 and fire 5? They should be weaker than the half-celestial considering the LA.

Also, are the feats gained a every third ECL bonus feats or not? Creatures gain feats at every 3 HD and if they are also gaining bonus feats at 3 ECL too that's a bigger boost than I'd allow. Makes for ugly dips in other classes with bonus feat proliferation.

Why do you get iterative attacks with Heaven's Light when even Lantern Archons don't get iterative attacks with their rays? I do not see how this is a lesser type of creature when it is more powerful than the creature it emulates. Ditto for the range. A latern archon has a set range of 30 feet. How you call this a lesser creature when its range is longer? I'm calling shenanigans on this one.

You write such great stuff but your mechanics have no balance at all.

Debby

Lix Lorn
2013-04-22, 02:45 PM
Why do they get a +2 for LA for all their feats? No other feats do this. I'm a little wary of the power creep. Saves should be based on HD not ECL. I'm especially leery of Solar's Might. There's no way I'd allow this as written. If you want a level for free, it better count as HD and ECL.
They have a +2 LA because they don't have enough racial features to justify it, but they get access to the shiny feats.
Saves shouldn't be based on HD, because then you'll never actually be able to affect anything with them.
Why would it count towards HD? That would make it BETTER. As written, they're more easily turned, affected by spells, and the like.


Angelskin is confusing. Why not just give them Resistance to electricity 5 and fire 5? They should be weaker than the half-celestial considering the LA.
The Half-Celestial has always looked really underwhelming to me.
And because resistance is really, really underwhelming and doesn't scale. I also dislike the separation of energy resistance and damage reduction.


Also, are the feats gained a every third ECL bonus feats or not? Creatures gain feats at every 3 HD and if they are also gaining bonus feats at 3 ECL too that's a bigger boost than I'd allow. Makes for ugly dips in other classes with bonus feat proliferation.
Yes, they're bonus feats. That's the entire point of the race.


Why do you get iterative attacks with Heaven's Light when even Lantern Archons don't get iterative attacks with their rays? I do not see how this is a lesser type of creature when it is more powerful than the creature it emulates. Ditto for the range. A latern archon has a set range of 30 feet. How you call this a lesser creature when its range is longer? I'm calling shenanigans on this one.
Because it's interesting. If I give a 1d6+cha attack with 30ft range as a standard action... as a feat, why bother?
If I make it something you can actually build around, it opens up options.

Seraphiel
2013-04-29, 02:09 AM
Ahhh, now here's something I can get behind! :smallbiggrin:

Lix Lorn
2013-05-01, 04:45 PM
I do my best! =D

I'm currently trying to get into a game using this+Half-fiend and then just stacking all the feats. xD I could prolly make it OP using punishing stance+natural weapons, but I can't think of any other abuses.

smoke prism
2013-05-01, 05:06 PM
My I as how long it tuck you to make all this?

The Tyler
2013-05-01, 07:06 PM
Angelskin: The Seraphic have natural Resist equal to half their ECL. This Resist is penetrated by evil, as well as one of either law or chaos, chosen at character creation. Resist is applicable to all forms of damage that do not penetrate all resistances. It fails to Force damage, as well as damage that penetrates DR or Energy Resistance.

Alright, just so that I can properly understand how this works. A 1st level Seraphic with an ECL of 3 would have Resist 1, and it applies to everything except force damage, damage from an evil source, and damage from either a lawful or chaotic source. Is that accurate?

Lix Lorn
2013-05-01, 10:53 PM
Entirely correct!
As for how long, probably 12 hours at a complete guess, but spread over a LONG time. The Fiendish were worse, because there are more fiends to work with.

The Tyler
2013-05-02, 09:29 AM
I missed this the first few times I read through. Under favored class you have 'noble guardian', what is that?

Lix Lorn
2013-05-03, 10:38 PM
Homebrew class of mine. Martial, the kind-hearted brute archetype. The old version is in my expanded signature, but it's a little OP. I need to redo it.

My policy on favoured class is 'one core, one WotC, one homebrew'.