Grek
2014-08-20, 06:15 PM
Celestial Initiate
Adventures: Celestial initiates almost always go on adventures for the chance to do Good. They are guided by messages and omens from the superiors of their orders toward chances to help people and do righteous deeds. Other motives are possible, of course, but ignoring the call of righteousness for too long risks the constant nagging of their angelic superiors.
Characteristics: Low level celestial initiates are warriors with a few angelic tricks up their sleeves. High level initiates rely on their holy powers almost entirely.
Alignment: Any. While most celestial initiates are Good, there is no alignment requirement for becoming one. Just as a Good person may be offered a pact as a warlock to tempt them into wickedness, the higher powers will freely offer Evil the chance to redeem itself. Thus, while Goodness is common and highly recommended, it is in no way a requirement.
Religion: Celestial initiates tend to worship gods of Good, though this is not universal. Others devote themselves to ideals, especially to the ideals represented by their holy orders. Regardless of their religion or even alignment, a celestial initiate always has a firm grounding in morality and the nature of goodness, even if they fail to practice as they preach.
Background: Celestial initiates are recruited from across the planes through a joint effort of all seven orders. The orders of Truth, Valor and Hope work together to identify suitable prospects, who are then approached by a messenger of Revelations (if the prospect has been selected on the basis of their skill or virtue) or by a champion of Mercy (if they are to be offered a chance at reform) and then trained in secret monasteries established by the orders of Creation and Charity. An initiate selects their order only after their training is complete.
Races: All intelligent races have the potential to be selected as celestial initiates, even those who are commonly thought of as irredeemable, such as mind flayers or demons. Even the undead can be accepted, so long as they are willing to be restored to true life by the Order of Mercy.
Other Classes: Initiates of Creation garner the respect of druids, while the camaraderie between paladins and the Order of Valor is the stuff of legends. Initiates of Truth tend to admire wizards, archivists and other scholarly classes, while remaining aloof from rogues and other tricksters. Initiates of Hope and Revelations tend to get along well with bards, but are often viewed as presumptuous by the more dignified individuals.
Role: At lower levels all initiates, regardless of order, tend to fight on the front lines while providing utility effects within their idiom. At later levels, initiates switch toward either disabling foes with their spell-like abilities, or granting their allies a number of allways-on spell effects to aid them.
Adaptation: A celestial initiate can conceivably turn up in any campaign setting, for the powers of Good are just as likely to send their servants to do work in strange and exotic planes as they are to return them to their homeland. When they first exit training, an initiate goes where they are needed, not where they like.
GAME RULE INFORMATION
Celestial Initiates's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Starting Gold: None. Celestial initiates arrive on this plane unencumbered by material possessions.
Starting Age: Any. Celestial initiates are immortal and, like good wine, only grow finer with age.
BaB: As Fighter
Saves: All Good
Hit Dice: d8
LevelBaBFortRefWillSpecial
11222Celestial Order, Miracles I, Code of Conduct, Ascension
22333Favoured Ally
33333Full Ascension
44444Favoured Ally
55444Miracles II
66555Favoured Ally
77555A Bell Rings
88666Favoured Ally
99666Miracles III
1010777Favoured Ally
1111777Seniority
1212888Favoured Ally
1313888Miracles IV
1414999Favoured Ally
1515999Sacred Aura
1616101010Favoured Ally
1717101010Miracles V
1818111111Favoured Ally
1919111111Miracles Upon Miracles
2020121212Founder, Favoured Ally
Class Skills (6 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Climb, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble and Use Magic Device.
Weapon and Armour Proficiencies: Simple weapons, medium armour, all shields.
Celestial Order (Ex): At first level, the celestial initiate joins a Celestial Order, devoted to one of the following virtues: Creation, Truth, Revelation, Mercy, Hope, Charity, or Valor. A number of times per month equal to the celestial initiate's class level, they will be contacted by a senior angel, priest of an allied church or other holy being via a sending with news, advice, warnings or opportunities to do good deeds. If the initiate prays aloud for at least an hour, they may have their prayers heard - and responded to - in this manner.
Miracles (Sp): In addition to this stream of angelic guidance, the celestial initiate is infused with a measure of holy power of their own. At first level and every fourth level after that, they gain a miraculous ability as listed in the entry below for that order. Unless otherwise specified, all spells or spell like effects produced as a result require a standard action, have a save DC of 10 + 1/2 Class Level + Charisma Bonus and have a caster level equal to the initiate's class level. Unless stated otherwise, no miracle costs experience or material components to use; treat them in all respects as a spell-like ability. Many miracles require that the celestial initiate touch something; assume that the initiate may touch up to six willing creatures/unattended objects as a full round action and a single creature or attended object with a standard action and a touch attack.
Creation
Level 1: Any light source held by an initiate of creation casts twice the normal light. Treat this effect as a spell with a spell level equal to the initiate's class level for the purposes of countering magical darkness. Furthermore, the initiate of creation may create water, calm animals and conjure obscuring mist at will.
Level 5: The initiate of creation may produce minor creations, shape wood and shape stone and control winds, as per the spells of the same names.
Level 9: The initiate of creation may create as much sand, silt, soil and stone as they desire, as if by the true creation spell. Additionally, the initiate may elect to exhale clean, breathable air (as if produced by a bottle of air item or as by a gust of wind) as a swift action. Finally, they can cast a variant of the continual flame spell at will which produces daylight (as the spell) instead of torchlight.
Level 13: The initiate of creation gains the ability to create demiplanes, as if by the genesis spell. Unlike most spell-like abilities granted by this class, the creation of demiplanes requires the full casting time. All demiplanes created by this ability have normal time, magic and morphic traits. To facilitate this ability (which must, as with the spell, be performed on the ethereal plane) they also gain the ability to slip into the ethereal plane, as per ethereal jaunt.
Level 17: The initiate of creation learns to create all things in time. Their true creation ability is no longer restricted in what it can create, even allowing for living plants (though not plant creatures) and wild animals (with the "animal" type) of 12 HD or less. Additionally, the initiate of creation may replicate the effects of meteor swarm and cometstrike spells at will by creating appropriate astronomical objects already in motion.
Truth
Level 1: Any candle held by an initiate of truth is snuffed out by falsehood and rekindled by honesty. If a speaker looks directly at such a candle while speaking, the candle will go out should they make any statement they are not absolutely certain is true. This includes direct lies, unfounded speculation, statements which the speaker doubts and any statement of ambiguous truthfulness. Should the speaker correct their statement into something suitably accurate while still looking at the candle, the candle will reignite without outside aid.
Level 5: The initiate of truth may locate any object, speak with the dead, and see invisible, as per the spells of the same names. Additionally, as a move action, the initiate of truth may recite a prayer to guide their hand, identifying their target by name in the process. Their next attack within one round gains the benefits of true strike against the target named and does only nonlethal damage against anything else.
Level 9: The initiate of truth gains true seeing, as per the spell and the ability navigate all obstacles they encounter on their way as if by a find the path spell directed at their intended destination. If the initiate of truth is thinking of a specific person, anyone looking into the initiate's eyes may view that person, as if they were subject to a greater scrying spell. The initiate of truth may use a mirror or other reflective surface to use this scrying ability for themselves.
Level 13: The initiate of truth gains greatly improved senses, including blindsight, tremorsense and scent all out to 150'. Furthermore, they are granted visions, as per the spell, whenever they make a prayer for insight into a suitable subject.
Level 17: The initiate of truth constantly benefits from both foresight (in relation to all creatures they can sense by any means) and moment of prescience, with the latter refreshing itself automatically exactly one hour after it was last discharged. Additionally, they may discern the location of anyone or anything, as per the discern location spell.
Revelation
Level 1: Neither distance nor door nor castle wall balk the initiate of revelation. Their whispers carry their words as if by a message spell and their knuckles rapping on a door will open it as if by a knock spell.
Level 5: The initiate of revelation may speak with plants, with animals, or in tongues; shout deafeningly or send their voice along a whispering wind, all as per the spells of the same name. Unlike the whispering wind spell, the version produced by the initiate's voice has no maximum duration and cannot be dispelled.
Level 9: The initiate of revelation may choose who hears them and who obeys them. They may manifest or retract a zone of silence (as per the zone of silence spell) at will, appear in dreams as if by the dream spell and, as a swift action, issue an order which carries the weight of a command spell.
Level 13: Whenever the initiate of revelation dons a crown (or other head covering) they are subject to the benefits of a crown of glory spell for so long as their crown (or other head covering) remains in place.
Level 17: The sacred name of the initiate of revelations (as given by the class ability) becomes a sacred incantation. Anyone other than the initiate speaking it louder than a whisper is subject to a holy word spell effecting only them. Their original name and any nicknames, titles and epithets have no such power. This ability ceases to work if the initiate is dead. The initiate may reproduce the effects of holy word, dictum or word of chaos by speaking their own name with various inflections. Most initiates of revelations refuse to reveal their name to those who would misuse it or be harmed by hearing it.
Mercy
Level 1: The touch of an initiate of mercy delays poison, halts undead, grants lesser vigor and calms emotions as if by the spells of the same name. All effects which would apply effect the target with a single touch; the initiate need not (and indeed, may not) pick and choose which to deliver. These effects offer saves normally and may be used on the initiate should they desire. Note that, while calm emotions prevents violence on a failed will save, using this ability is not considered violent despite requiring a touch "attack".
Level 5: The touch of the initiate of mercy now protects from evil, neutralizes poison and removes blindness/deafness, removes paralysis and removes disease in addition to its other effects, all as if by the spells of the same name. Again, they may elect to be effected by any of these effects themselves.
Level 9: The freshly fallen tears of the initiate of mercy revivify the dead and restore the living, as per the spells revivify and restoration. Additionally, their touch now wards off death, as if by a death ward spell, in addition to its other effects.
Level 13: A conversation of at least 10 minutes with the initiate of mercy permits all participants, to gain the benefits of atonement. Additionally, the touch of the initiate of mercy regenerates wounds and lost limbs, as per the regenerate spell. Finally, the initiate may now pick and choose which effects to deliver with their healing touch.
Level 17: The freshly fallen tears of the initiate of mercy resurrect the dead and heal the living, as per the spells resurrect and heal. Undead are effected as per harm. Additionally, the touch of the initiate of mercy protects from death, as per surelife. The initiate may change which condition they and those they touch are immune to as an immediate action.
Hope
Level 1: The initiate of hope constantly benefits from good hope, as per the spell, and may bless others, as per the bless spell, with but a word. Additionally, the initiate may open objects at a glance as per the open spell, save that it also works on manacles, fetters, chains and shackles. Opening objects this way is a free action.
Level 5: The initiate of hope is constantly subject to freedom of movement and may break enchantments and bestow good hope with but a touch, all as per the spells of the same names. Additionally, the initiate's ability to open objects with a glance ignores both locks and weights below a thousand pounds.
Level 9: The initiate of hope may elect to treat any weapon they wield or any touch attack they make as if it had disruption property (DC 10 + 1/2 class level + Charisma bonus). Furthermore, they may grant freedom of movement to others, as per the spell, with a touch and grant the benefits of both sanctuary and find the path to any person they give directions to. This find the path effect always leads toward the nearest reasonably safe shelter.
Level 13: The initiate of hope gains the ability to produce a safe haven for all they rescue. Treat this as an instant fortress item protected by the following spells: "mage's private sanctum", "guards and wards" and "hallow". The initiate selects which spell, if any, the hallow effect generates. All creatures within are subject to a sanctuary spell upon entering which lasts until they leave or the spell is broken. The initiate of hope may only have one such fortress at a time. Additionally, the initiate of hope may produce tokens of refuge, as per the spell, which either bring the user to the fortress (should the fortress be active) or brings the initiate to the user (should the fortress be deactivated).
Level 17: The initiate of hope shepherds others through dark times and dark places on to liberty. Once per hour each, the initiate and anyone they touch may benefit from the effects of a time stop, shadow walk or freedom spell. The initiate and those following suffer no risk of being lost during this shadow walk and always come out precisely where they wish to, with no horizontal shunting.
Charity
Level 1: Any gift given or received by an initiate of charity is subject to the following spells, if applicable: purify food and drink, make whole and good berry. Additionally, anyone giving or receiving a gift within 60' of the initiate of charity (including the initiate) benefits from the following spells: longstrider, pass without trace and endure elements for the next 24 hours.
Level 5: The initiate of charity may treat any staff they hold as it were a rod of splendor (including the enhancement bonus to charisma), with the following exceptions: The items produced this way may be freely given away (though still not sold or stolen) and last for one week instead of the usual duration. They may furthermore produce persistent images at will.
Level 9: The initiate of charity may fabricate items, as per the spell and may elect for a willing creature to direct the effect, using that creature's Craft check in place of the initiate's. Additionally, the initiate may also give the twin gifts of sentience and conscience to an animal, plant, undead creature or construct, as per the awaken, awaken undead and awaken construct spells.
Level 13: The initiate of charity gains the ability to send out gifts swiftly and efficiently by shrinking items and teleporting objects as per the spells of the same name. Additionally, they may produce the effects of an amanuensis cantrip merely by placing pen to paper. This allows the initiate to copy out both books as gifts and and letters for those receiving them.
Level 17: The initiate of charity may now give the greatest gift of all: friendship! Treat this as a simulacrum spell, save that the resulting duplicate can be repaired with ordinary snow and is naturally inclined to friendship and camaraderie toward the original. Unlike the most spell like abilities, this requires the full casting time and material components. Furthermore, they may treat any bag they hold as if it were handy haversack with unlimited weight and volume limits; treat any bag used this way as if it were the same handy haversack, allowing the initiate to put things into one bag and take them out the other. This property even works if they hold the bag open for someone else to reach into.
Valor
Level 1: Any weapon or armour touched by an initiate of valor benefits from the following spells, assuming the object a valid target for the spell: bless weapon, magic stone, magic vestment and make whole. They also count as being constantly under the effects of blessed fist and divine favour.
Level 5: The initiate of valor constantly benefits from greater magic weapon and shield of faith. Furthermore, both the initiate and any allies within 60' benefit from the effects of heroism.
Level 9: Any meal the initiate of valor takes part in, no matter how humble, counts as a hero's feast, as per the spell. Furthermore, both the initiate and any allies within 60' benefit from the effects of greater heroism.
Level 13: The initiate of valor may benefit from righteous might and may treat any weapon they wield as if it had both the holy and bane properties whenever they wish. The initiate selects what their weapon will be a bane against as a standard action. Furthermore, all allies within 60' also benefit from the effects of divine favour.
Level 17: The initiate of valor may treat any weapon they wield as if it had the brilliant energy and speed properties. Any weapon or armour touched by the initiate of valor may be treated as if it were made of silver, cold iron and adamantine all at once for the next week. Finally, the initiate of valor does not die when killed: treat this as a true resurrection effect occurring three rounds after the initiate is slain.
Ascension (Ex): At the first level, the celestial initiate becomes a celestial being. Their type switches to Outsider (Native, Good) and they gain all of the advantages inherent to that change. This includes, but is not limited to: Darkvision out to 60 feet, proficiency with all simple and martial weapons (but no additional proficiency with armours), the ability to overcome certain types of damage reduction and an indefinite lifespan. The celestial initiate retains their previous appearance, memories, levels (if any) and alignment in the process. As a native outsider, the celestial initiate needs to eat and sleep normally, unless they did not need to do so prior to their ascension. They also gain the ability to speak Celestial if they did not previously possess the ability to do so. This ability does not alter or replace any racial benefits.
Characters who possess levels in any other class instead gain this ability at the third level. If a first or second level celestial initiate takes a level in some other class, they lose the benefits of this feature until they acquire their third level of celestial initiate. Additionally, the celestial initiate gains certain additional angelic powers at the third level: a glowing halo which casts light out to ten feet per class level (and which may be lit or extinguished as a swift action), an aura of sanctity which converts all water within ten feet of the initiate into holy water for one round.
Favoured Ally (Ex): At second level and every even level thereafter, the celestial initiate gains a favoured ally off of the ranger's favoured enemy list. When making a Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge or Sense Motive check relating to a favoured ally, the celestial initiate gains a +4 insight bonus on the check.
A Bell Rings (Ex): At the seventh level, the celestial initiate is delivered a small ceremonial bell by a minor angel. Upon ringing this bell (or any other) the initiate sprouts a pair of wings, granting them flight with perfect maneuverability at a speed of 120 feet per round. By ringing the bell (or any other) again, they may wish their wings away. Neither of these actions can be done by accident or by force. The original bell, while pretty, is purely symbolic and has no magical abilities of its own: its loss or destruction has no negative effects on the initiate beyond annoying them and possibly causing their superiors to express their condolences with their next sending.
Seniority (Su): As a senior celestial initiate, certain administrative powers are granted. The eleventh level initiate gains the greater teleport ability of an Archon, the change shape ability of a Planetar and the ability to contact any lower ranked member of their order with a sending at will. Finally, the initiate gains the ability to plane shift at will to any plane, as per the spell.
Sacred Name (Su): At fifteenth level, the celestial initiate takes on a sacred name (and, should your campaign use the true name rules, a new true name) which grants them additional powers. The initiate constantly benefits from the effects of dispel evil, death ward and holy aura. If dispelled or discharged, the initiate may restore these spells as a free action on their next turn. Furthermore, anyone who spends an hour in prayer speaking this sacred name can contact the initiate as if by a contact other plane spell (caster level equal to the supplicant's character level) where the initiate chooses their response. The Celestial initiate counts as a demideity for the purposes of mental strain for using this ability. Celestial initiates, and initiates of revelations in particular, are often loathe to reveal their sacred name to non-good creatures or to those who would ask inane questions.
Miracles Upon Miracles (Sp): At nineteenth level, the celestial initiate is further blessed. Once every hour, a miracle occurs, as per the spell. If the initiate has prayed for some specific intervention in the past hour (as a standard action), the miracle does what it can to fulfill the request. Otherwise, a random creature of Good alignment, somewhere in the world, benefits in a manner appropriate to the initiate's order and temperament. Unlike most spell-like abilities, the initiate must pay the experience and material components (if any) for any such miracles they request.
Founder (Ex): At the twentieth level, the celestial initiate founds an order of their own. In addition to the benefits of their original order, they gain the benefits of the order they found. Ask your DM what these benefits might be. You may instead elect to found a chapter of another order detailed above; in this case you gain the benefits of your original order and the order chosen.
Code of Conduct: Once imbued, the celestial initiate may not have their holy powers revoked. As such, the forces of Good require stricter and stricter requirements for greater holy powers. A celestial initiate may not take the 3rd or higher level of this class as an Evil character, nor may they take the 11th or higher level as a non-Good character. A celestial initiate who is not Good draws the attention of other members of the angelic hierarchy. They will take note of initiates acting inappropriately and attempt to steer them back onto the path of Good with their regular sendings. A celestial initiate who is Evil, will additionally be visited by a 13th level initiate of mercy once per month, offering atonement in person. Although the initiate of mercy will never attack the initiate themselves, any attempt to harm the initiate of mercy will result in it using its plane shift power to flee from combat and the celestial initiate being attacked by an initiate of valor (of equal level to the celestial initiate) each month in place of the offers of atonement.
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To Do List:
-Flavour text for the orders
-Additional Orders?
-A picture and a pithy quote.
-I bet there's a lot of typos I should fix.
Design Notes
This class is designed, conceptually, as a sort of anti-warlock: You're trained by Good Outsiders and granted a variety of benevolent powers in hopes that you'll be tempted (or, as the angels prefer to put it, inspired) to use your powers for good and to help people. It specifically shuns Exalted Deeds-style alignment and ideas about Good, in which you need to adhere to a long and complicated list of legalese or else you lose your powers, and giving you "better" powers to compensate for the strict limits on how you use them.
It also rejects the traditional D&D thinking that you can be Good by opposing Evil, regardless of what you do in your spare time. A Celestial Initiate is given powers that let them go around helping people - not to specifically put a hurting on the bad guys. As such, their combat abilities are designed to look and feel mostly incidental, while still being good enough to remain relevant at the levels you get them. If they player feels like they're "gaming the system" by having their Initiate of Creation wall off a dungeon with a mound of sand, then that means things have gone right.
Finally, this class is built on what I'd like to call the Dragon Disciple Anti-Principle. That is, if if someone says they want to play an angel (or, as the case may be, a dragon), they don't mean, "I want to slowly gain angelic (or draconic) powers over a dozen levels before eventually turning into a real angel (or dragon) at level 20 when the campaign ends". Instead, we're assuming they mean exactly what they said: they want to play an angel (or dragon) right from the start of the campaign, at whatever level the campaign happens to start at. And so with this class, you're an Outsider of (presumably) Good alignment right at level one and simply become a more powerful version as you gain levels in the class.
Adventures: Celestial initiates almost always go on adventures for the chance to do Good. They are guided by messages and omens from the superiors of their orders toward chances to help people and do righteous deeds. Other motives are possible, of course, but ignoring the call of righteousness for too long risks the constant nagging of their angelic superiors.
Characteristics: Low level celestial initiates are warriors with a few angelic tricks up their sleeves. High level initiates rely on their holy powers almost entirely.
Alignment: Any. While most celestial initiates are Good, there is no alignment requirement for becoming one. Just as a Good person may be offered a pact as a warlock to tempt them into wickedness, the higher powers will freely offer Evil the chance to redeem itself. Thus, while Goodness is common and highly recommended, it is in no way a requirement.
Religion: Celestial initiates tend to worship gods of Good, though this is not universal. Others devote themselves to ideals, especially to the ideals represented by their holy orders. Regardless of their religion or even alignment, a celestial initiate always has a firm grounding in morality and the nature of goodness, even if they fail to practice as they preach.
Background: Celestial initiates are recruited from across the planes through a joint effort of all seven orders. The orders of Truth, Valor and Hope work together to identify suitable prospects, who are then approached by a messenger of Revelations (if the prospect has been selected on the basis of their skill or virtue) or by a champion of Mercy (if they are to be offered a chance at reform) and then trained in secret monasteries established by the orders of Creation and Charity. An initiate selects their order only after their training is complete.
Races: All intelligent races have the potential to be selected as celestial initiates, even those who are commonly thought of as irredeemable, such as mind flayers or demons. Even the undead can be accepted, so long as they are willing to be restored to true life by the Order of Mercy.
Other Classes: Initiates of Creation garner the respect of druids, while the camaraderie between paladins and the Order of Valor is the stuff of legends. Initiates of Truth tend to admire wizards, archivists and other scholarly classes, while remaining aloof from rogues and other tricksters. Initiates of Hope and Revelations tend to get along well with bards, but are often viewed as presumptuous by the more dignified individuals.
Role: At lower levels all initiates, regardless of order, tend to fight on the front lines while providing utility effects within their idiom. At later levels, initiates switch toward either disabling foes with their spell-like abilities, or granting their allies a number of allways-on spell effects to aid them.
Adaptation: A celestial initiate can conceivably turn up in any campaign setting, for the powers of Good are just as likely to send their servants to do work in strange and exotic planes as they are to return them to their homeland. When they first exit training, an initiate goes where they are needed, not where they like.
GAME RULE INFORMATION
Celestial Initiates's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Starting Gold: None. Celestial initiates arrive on this plane unencumbered by material possessions.
Starting Age: Any. Celestial initiates are immortal and, like good wine, only grow finer with age.
BaB: As Fighter
Saves: All Good
Hit Dice: d8
LevelBaBFortRefWillSpecial
11222Celestial Order, Miracles I, Code of Conduct, Ascension
22333Favoured Ally
33333Full Ascension
44444Favoured Ally
55444Miracles II
66555Favoured Ally
77555A Bell Rings
88666Favoured Ally
99666Miracles III
1010777Favoured Ally
1111777Seniority
1212888Favoured Ally
1313888Miracles IV
1414999Favoured Ally
1515999Sacred Aura
1616101010Favoured Ally
1717101010Miracles V
1818111111Favoured Ally
1919111111Miracles Upon Miracles
2020121212Founder, Favoured Ally
Class Skills (6 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Climb, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble and Use Magic Device.
Weapon and Armour Proficiencies: Simple weapons, medium armour, all shields.
Celestial Order (Ex): At first level, the celestial initiate joins a Celestial Order, devoted to one of the following virtues: Creation, Truth, Revelation, Mercy, Hope, Charity, or Valor. A number of times per month equal to the celestial initiate's class level, they will be contacted by a senior angel, priest of an allied church or other holy being via a sending with news, advice, warnings or opportunities to do good deeds. If the initiate prays aloud for at least an hour, they may have their prayers heard - and responded to - in this manner.
Miracles (Sp): In addition to this stream of angelic guidance, the celestial initiate is infused with a measure of holy power of their own. At first level and every fourth level after that, they gain a miraculous ability as listed in the entry below for that order. Unless otherwise specified, all spells or spell like effects produced as a result require a standard action, have a save DC of 10 + 1/2 Class Level + Charisma Bonus and have a caster level equal to the initiate's class level. Unless stated otherwise, no miracle costs experience or material components to use; treat them in all respects as a spell-like ability. Many miracles require that the celestial initiate touch something; assume that the initiate may touch up to six willing creatures/unattended objects as a full round action and a single creature or attended object with a standard action and a touch attack.
Creation
Level 1: Any light source held by an initiate of creation casts twice the normal light. Treat this effect as a spell with a spell level equal to the initiate's class level for the purposes of countering magical darkness. Furthermore, the initiate of creation may create water, calm animals and conjure obscuring mist at will.
Level 5: The initiate of creation may produce minor creations, shape wood and shape stone and control winds, as per the spells of the same names.
Level 9: The initiate of creation may create as much sand, silt, soil and stone as they desire, as if by the true creation spell. Additionally, the initiate may elect to exhale clean, breathable air (as if produced by a bottle of air item or as by a gust of wind) as a swift action. Finally, they can cast a variant of the continual flame spell at will which produces daylight (as the spell) instead of torchlight.
Level 13: The initiate of creation gains the ability to create demiplanes, as if by the genesis spell. Unlike most spell-like abilities granted by this class, the creation of demiplanes requires the full casting time. All demiplanes created by this ability have normal time, magic and morphic traits. To facilitate this ability (which must, as with the spell, be performed on the ethereal plane) they also gain the ability to slip into the ethereal plane, as per ethereal jaunt.
Level 17: The initiate of creation learns to create all things in time. Their true creation ability is no longer restricted in what it can create, even allowing for living plants (though not plant creatures) and wild animals (with the "animal" type) of 12 HD or less. Additionally, the initiate of creation may replicate the effects of meteor swarm and cometstrike spells at will by creating appropriate astronomical objects already in motion.
Truth
Level 1: Any candle held by an initiate of truth is snuffed out by falsehood and rekindled by honesty. If a speaker looks directly at such a candle while speaking, the candle will go out should they make any statement they are not absolutely certain is true. This includes direct lies, unfounded speculation, statements which the speaker doubts and any statement of ambiguous truthfulness. Should the speaker correct their statement into something suitably accurate while still looking at the candle, the candle will reignite without outside aid.
Level 5: The initiate of truth may locate any object, speak with the dead, and see invisible, as per the spells of the same names. Additionally, as a move action, the initiate of truth may recite a prayer to guide their hand, identifying their target by name in the process. Their next attack within one round gains the benefits of true strike against the target named and does only nonlethal damage against anything else.
Level 9: The initiate of truth gains true seeing, as per the spell and the ability navigate all obstacles they encounter on their way as if by a find the path spell directed at their intended destination. If the initiate of truth is thinking of a specific person, anyone looking into the initiate's eyes may view that person, as if they were subject to a greater scrying spell. The initiate of truth may use a mirror or other reflective surface to use this scrying ability for themselves.
Level 13: The initiate of truth gains greatly improved senses, including blindsight, tremorsense and scent all out to 150'. Furthermore, they are granted visions, as per the spell, whenever they make a prayer for insight into a suitable subject.
Level 17: The initiate of truth constantly benefits from both foresight (in relation to all creatures they can sense by any means) and moment of prescience, with the latter refreshing itself automatically exactly one hour after it was last discharged. Additionally, they may discern the location of anyone or anything, as per the discern location spell.
Revelation
Level 1: Neither distance nor door nor castle wall balk the initiate of revelation. Their whispers carry their words as if by a message spell and their knuckles rapping on a door will open it as if by a knock spell.
Level 5: The initiate of revelation may speak with plants, with animals, or in tongues; shout deafeningly or send their voice along a whispering wind, all as per the spells of the same name. Unlike the whispering wind spell, the version produced by the initiate's voice has no maximum duration and cannot be dispelled.
Level 9: The initiate of revelation may choose who hears them and who obeys them. They may manifest or retract a zone of silence (as per the zone of silence spell) at will, appear in dreams as if by the dream spell and, as a swift action, issue an order which carries the weight of a command spell.
Level 13: Whenever the initiate of revelation dons a crown (or other head covering) they are subject to the benefits of a crown of glory spell for so long as their crown (or other head covering) remains in place.
Level 17: The sacred name of the initiate of revelations (as given by the class ability) becomes a sacred incantation. Anyone other than the initiate speaking it louder than a whisper is subject to a holy word spell effecting only them. Their original name and any nicknames, titles and epithets have no such power. This ability ceases to work if the initiate is dead. The initiate may reproduce the effects of holy word, dictum or word of chaos by speaking their own name with various inflections. Most initiates of revelations refuse to reveal their name to those who would misuse it or be harmed by hearing it.
Mercy
Level 1: The touch of an initiate of mercy delays poison, halts undead, grants lesser vigor and calms emotions as if by the spells of the same name. All effects which would apply effect the target with a single touch; the initiate need not (and indeed, may not) pick and choose which to deliver. These effects offer saves normally and may be used on the initiate should they desire. Note that, while calm emotions prevents violence on a failed will save, using this ability is not considered violent despite requiring a touch "attack".
Level 5: The touch of the initiate of mercy now protects from evil, neutralizes poison and removes blindness/deafness, removes paralysis and removes disease in addition to its other effects, all as if by the spells of the same name. Again, they may elect to be effected by any of these effects themselves.
Level 9: The freshly fallen tears of the initiate of mercy revivify the dead and restore the living, as per the spells revivify and restoration. Additionally, their touch now wards off death, as if by a death ward spell, in addition to its other effects.
Level 13: A conversation of at least 10 minutes with the initiate of mercy permits all participants, to gain the benefits of atonement. Additionally, the touch of the initiate of mercy regenerates wounds and lost limbs, as per the regenerate spell. Finally, the initiate may now pick and choose which effects to deliver with their healing touch.
Level 17: The freshly fallen tears of the initiate of mercy resurrect the dead and heal the living, as per the spells resurrect and heal. Undead are effected as per harm. Additionally, the touch of the initiate of mercy protects from death, as per surelife. The initiate may change which condition they and those they touch are immune to as an immediate action.
Hope
Level 1: The initiate of hope constantly benefits from good hope, as per the spell, and may bless others, as per the bless spell, with but a word. Additionally, the initiate may open objects at a glance as per the open spell, save that it also works on manacles, fetters, chains and shackles. Opening objects this way is a free action.
Level 5: The initiate of hope is constantly subject to freedom of movement and may break enchantments and bestow good hope with but a touch, all as per the spells of the same names. Additionally, the initiate's ability to open objects with a glance ignores both locks and weights below a thousand pounds.
Level 9: The initiate of hope may elect to treat any weapon they wield or any touch attack they make as if it had disruption property (DC 10 + 1/2 class level + Charisma bonus). Furthermore, they may grant freedom of movement to others, as per the spell, with a touch and grant the benefits of both sanctuary and find the path to any person they give directions to. This find the path effect always leads toward the nearest reasonably safe shelter.
Level 13: The initiate of hope gains the ability to produce a safe haven for all they rescue. Treat this as an instant fortress item protected by the following spells: "mage's private sanctum", "guards and wards" and "hallow". The initiate selects which spell, if any, the hallow effect generates. All creatures within are subject to a sanctuary spell upon entering which lasts until they leave or the spell is broken. The initiate of hope may only have one such fortress at a time. Additionally, the initiate of hope may produce tokens of refuge, as per the spell, which either bring the user to the fortress (should the fortress be active) or brings the initiate to the user (should the fortress be deactivated).
Level 17: The initiate of hope shepherds others through dark times and dark places on to liberty. Once per hour each, the initiate and anyone they touch may benefit from the effects of a time stop, shadow walk or freedom spell. The initiate and those following suffer no risk of being lost during this shadow walk and always come out precisely where they wish to, with no horizontal shunting.
Charity
Level 1: Any gift given or received by an initiate of charity is subject to the following spells, if applicable: purify food and drink, make whole and good berry. Additionally, anyone giving or receiving a gift within 60' of the initiate of charity (including the initiate) benefits from the following spells: longstrider, pass without trace and endure elements for the next 24 hours.
Level 5: The initiate of charity may treat any staff they hold as it were a rod of splendor (including the enhancement bonus to charisma), with the following exceptions: The items produced this way may be freely given away (though still not sold or stolen) and last for one week instead of the usual duration. They may furthermore produce persistent images at will.
Level 9: The initiate of charity may fabricate items, as per the spell and may elect for a willing creature to direct the effect, using that creature's Craft check in place of the initiate's. Additionally, the initiate may also give the twin gifts of sentience and conscience to an animal, plant, undead creature or construct, as per the awaken, awaken undead and awaken construct spells.
Level 13: The initiate of charity gains the ability to send out gifts swiftly and efficiently by shrinking items and teleporting objects as per the spells of the same name. Additionally, they may produce the effects of an amanuensis cantrip merely by placing pen to paper. This allows the initiate to copy out both books as gifts and and letters for those receiving them.
Level 17: The initiate of charity may now give the greatest gift of all: friendship! Treat this as a simulacrum spell, save that the resulting duplicate can be repaired with ordinary snow and is naturally inclined to friendship and camaraderie toward the original. Unlike the most spell like abilities, this requires the full casting time and material components. Furthermore, they may treat any bag they hold as if it were handy haversack with unlimited weight and volume limits; treat any bag used this way as if it were the same handy haversack, allowing the initiate to put things into one bag and take them out the other. This property even works if they hold the bag open for someone else to reach into.
Valor
Level 1: Any weapon or armour touched by an initiate of valor benefits from the following spells, assuming the object a valid target for the spell: bless weapon, magic stone, magic vestment and make whole. They also count as being constantly under the effects of blessed fist and divine favour.
Level 5: The initiate of valor constantly benefits from greater magic weapon and shield of faith. Furthermore, both the initiate and any allies within 60' benefit from the effects of heroism.
Level 9: Any meal the initiate of valor takes part in, no matter how humble, counts as a hero's feast, as per the spell. Furthermore, both the initiate and any allies within 60' benefit from the effects of greater heroism.
Level 13: The initiate of valor may benefit from righteous might and may treat any weapon they wield as if it had both the holy and bane properties whenever they wish. The initiate selects what their weapon will be a bane against as a standard action. Furthermore, all allies within 60' also benefit from the effects of divine favour.
Level 17: The initiate of valor may treat any weapon they wield as if it had the brilliant energy and speed properties. Any weapon or armour touched by the initiate of valor may be treated as if it were made of silver, cold iron and adamantine all at once for the next week. Finally, the initiate of valor does not die when killed: treat this as a true resurrection effect occurring three rounds after the initiate is slain.
Ascension (Ex): At the first level, the celestial initiate becomes a celestial being. Their type switches to Outsider (Native, Good) and they gain all of the advantages inherent to that change. This includes, but is not limited to: Darkvision out to 60 feet, proficiency with all simple and martial weapons (but no additional proficiency with armours), the ability to overcome certain types of damage reduction and an indefinite lifespan. The celestial initiate retains their previous appearance, memories, levels (if any) and alignment in the process. As a native outsider, the celestial initiate needs to eat and sleep normally, unless they did not need to do so prior to their ascension. They also gain the ability to speak Celestial if they did not previously possess the ability to do so. This ability does not alter or replace any racial benefits.
Characters who possess levels in any other class instead gain this ability at the third level. If a first or second level celestial initiate takes a level in some other class, they lose the benefits of this feature until they acquire their third level of celestial initiate. Additionally, the celestial initiate gains certain additional angelic powers at the third level: a glowing halo which casts light out to ten feet per class level (and which may be lit or extinguished as a swift action), an aura of sanctity which converts all water within ten feet of the initiate into holy water for one round.
Favoured Ally (Ex): At second level and every even level thereafter, the celestial initiate gains a favoured ally off of the ranger's favoured enemy list. When making a Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge or Sense Motive check relating to a favoured ally, the celestial initiate gains a +4 insight bonus on the check.
A Bell Rings (Ex): At the seventh level, the celestial initiate is delivered a small ceremonial bell by a minor angel. Upon ringing this bell (or any other) the initiate sprouts a pair of wings, granting them flight with perfect maneuverability at a speed of 120 feet per round. By ringing the bell (or any other) again, they may wish their wings away. Neither of these actions can be done by accident or by force. The original bell, while pretty, is purely symbolic and has no magical abilities of its own: its loss or destruction has no negative effects on the initiate beyond annoying them and possibly causing their superiors to express their condolences with their next sending.
Seniority (Su): As a senior celestial initiate, certain administrative powers are granted. The eleventh level initiate gains the greater teleport ability of an Archon, the change shape ability of a Planetar and the ability to contact any lower ranked member of their order with a sending at will. Finally, the initiate gains the ability to plane shift at will to any plane, as per the spell.
Sacred Name (Su): At fifteenth level, the celestial initiate takes on a sacred name (and, should your campaign use the true name rules, a new true name) which grants them additional powers. The initiate constantly benefits from the effects of dispel evil, death ward and holy aura. If dispelled or discharged, the initiate may restore these spells as a free action on their next turn. Furthermore, anyone who spends an hour in prayer speaking this sacred name can contact the initiate as if by a contact other plane spell (caster level equal to the supplicant's character level) where the initiate chooses their response. The Celestial initiate counts as a demideity for the purposes of mental strain for using this ability. Celestial initiates, and initiates of revelations in particular, are often loathe to reveal their sacred name to non-good creatures or to those who would ask inane questions.
Miracles Upon Miracles (Sp): At nineteenth level, the celestial initiate is further blessed. Once every hour, a miracle occurs, as per the spell. If the initiate has prayed for some specific intervention in the past hour (as a standard action), the miracle does what it can to fulfill the request. Otherwise, a random creature of Good alignment, somewhere in the world, benefits in a manner appropriate to the initiate's order and temperament. Unlike most spell-like abilities, the initiate must pay the experience and material components (if any) for any such miracles they request.
Founder (Ex): At the twentieth level, the celestial initiate founds an order of their own. In addition to the benefits of their original order, they gain the benefits of the order they found. Ask your DM what these benefits might be. You may instead elect to found a chapter of another order detailed above; in this case you gain the benefits of your original order and the order chosen.
Code of Conduct: Once imbued, the celestial initiate may not have their holy powers revoked. As such, the forces of Good require stricter and stricter requirements for greater holy powers. A celestial initiate may not take the 3rd or higher level of this class as an Evil character, nor may they take the 11th or higher level as a non-Good character. A celestial initiate who is not Good draws the attention of other members of the angelic hierarchy. They will take note of initiates acting inappropriately and attempt to steer them back onto the path of Good with their regular sendings. A celestial initiate who is Evil, will additionally be visited by a 13th level initiate of mercy once per month, offering atonement in person. Although the initiate of mercy will never attack the initiate themselves, any attempt to harm the initiate of mercy will result in it using its plane shift power to flee from combat and the celestial initiate being attacked by an initiate of valor (of equal level to the celestial initiate) each month in place of the offers of atonement.
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To Do List:
-Flavour text for the orders
-Additional Orders?
-A picture and a pithy quote.
-I bet there's a lot of typos I should fix.
Design Notes
This class is designed, conceptually, as a sort of anti-warlock: You're trained by Good Outsiders and granted a variety of benevolent powers in hopes that you'll be tempted (or, as the angels prefer to put it, inspired) to use your powers for good and to help people. It specifically shuns Exalted Deeds-style alignment and ideas about Good, in which you need to adhere to a long and complicated list of legalese or else you lose your powers, and giving you "better" powers to compensate for the strict limits on how you use them.
It also rejects the traditional D&D thinking that you can be Good by opposing Evil, regardless of what you do in your spare time. A Celestial Initiate is given powers that let them go around helping people - not to specifically put a hurting on the bad guys. As such, their combat abilities are designed to look and feel mostly incidental, while still being good enough to remain relevant at the levels you get them. If they player feels like they're "gaming the system" by having their Initiate of Creation wall off a dungeon with a mound of sand, then that means things have gone right.
Finally, this class is built on what I'd like to call the Dragon Disciple Anti-Principle. That is, if if someone says they want to play an angel (or, as the case may be, a dragon), they don't mean, "I want to slowly gain angelic (or draconic) powers over a dozen levels before eventually turning into a real angel (or dragon) at level 20 when the campaign ends". Instead, we're assuming they mean exactly what they said: they want to play an angel (or dragon) right from the start of the campaign, at whatever level the campaign happens to start at. And so with this class, you're an Outsider of (presumably) Good alignment right at level one and simply become a more powerful version as you gain levels in the class.