rferries
2017-08-25, 03:21 AM
ARCHANGEL
http://i.imgur.com/rJOCMHM.jpg
MEDIUM OUTSIDER (Extraplanar, Good, Incorporeal, Lawful)
Hit Dice: 24d8+240 (348 hp)
Initiative: +14
Speed: 60 ft. (12 squares), fly 300 ft. (perfect)
Armor Class: 40 (+10 Dex, +10 deflection, +10 natural), touch 30, flat-footed 30
Base Attack/Grapple: +24/+34
Attack: +6 spear +40 melee (1d8+21/19-20/x3) or +6 composite longbow (+10 Str bonus) +40 ranged (1d8+16/19-20/x3)
Full Attack: +6 spear +40/+35/+30/+25 melee (1d8+21/19-20/x3) or +6 composite longbow (+10 Str bonus) +40/+35/+30/+25 ranged (1d8+16/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of glory, incarnation of justice, lay on hands, spells, turn evil 13/day
Special Qualities: Damage reduction 15/epic and evil and chaotic, darkvision 60 ft., divine grace, incorporeal traits, regeneration 15, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, spell resistance 34, telepathy 300 ft., true seeing
Saves: Fort +34, Ref +34, Will +34
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Concentration +37, Craft (any two) +37, Diplomacy +39, Heal +37, Intimidate +37, Listen +37, Knowledge (religion plus any five) +37, Perform (any one) +37, Sense Motive +37, Spellcraft +37 (+39 scrolls), Spot +37, Use Magic Device +37 (+39 scrolls)
Feats: Empower Spell, Eschew MaterialsB, Improved Critical (composite longbow), Improved Critical (spear), Improved Initiative, Point Blank Shot, Power Attack, Rapid Shot
Epic Feats: Epic Spellcasting, Improved Spell Capacity, PolyglotB
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or legion (1 archangel plus 3-6 angels)
Challenge Rating: 24
Treasure: None
Alignment: Always lawful good
Advancement: -
Level Adjustment: -
Your hear ethereal music, and are enraptured by a sudden golden radiance all around you. A shining celestial being clad in full plate descends from the heavens on a magnificent pair of wings.
The most powerful of the Celestials, Archangels are but one step below deities in the hierarchy of Good. They serve their gods and causes with courage, wisdom, and compassion, and are each empowered with command over a certain aspect of the cosmos. On occasion they assume humble mortal guises (via their spells) to test the worthiness of adventurers.
Archangels speak all languages via their Polyglot feat, and furthermore possess telepathy.
Combat Abilities
An archangel views combat as a last resort, save against the most vile and irredeemable of foes; they much prefer to solve encounters via Diplomacy (or Intimidate, as necessary). When forced into combat they unleash their epic magic and hails of arrows from afar, before closing into melee combat.
An archangels natural weapons, as well as any weapons it wields, are treated as epic, good-aligned, and lawful-aligned for the purpose of overcoming damage reduction.
Aura of Glory (Su)
Any creature within 300 feet of an archangel must succeed on a Will save (DC 32) each round or be charmed by it (as if by charm monster). Good creatures that fail their saves gain the benefits of good hope for as long as they are charmed. Evil creatures that succeed on their saves are shaken (no save). Caster level 24th for these effects. The save DC is Charisma-based.
Divine Grace (Su)
An archangel adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Incarnation of Justice (Su)
An archangel's natural weapons, as well as any weapons it wields, are treated as being axiomatic power (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#axiomaticPower), ghost touch, and holy power (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#holyPower) weapons. (These benefits are not reflected in the statistics block). They retain their natural armour bonus and may choose to grapple opponents (and otherwise manipulate objects) as though they were not incorporeal.
Lay On Hands (Su)
As the paladin class feature, except that each day, an archangel can heal an amount of damage equal to its full normal hit points and any creature healed gains the benefits of break enchantment, greater dispel magic, greater restoration, heal, regenerate, and true resurrection (caster level 24th). The greater dispel magic effect acts as a targeted dispel that only removes harmful effects. The heal, regenerate, and true resurrection effects do not restore any hit points beyond those restored by the base lay on hands itself.
Regeneration (Su)
An archangel's regeneration is overcome by epic weapons that are both chaotic and evil, or by any [Evil] or [Chaos] spell.
Spells
An archangel casts spells as a 24th-level favoured soul (https://dndtools.net/classes/favored-soul/) (spells per day: 6/9/9/8/8/8/8/7/7/7/2, save DC 20 + spell level). The last two spell slots are 10th-level slots from the Improved Spell Capacity feat. Archangels gain the granted powers of the Good and Law domains, as well as all others available to their deity, and all spells from those domains are added to their spells known. Finally, an archangel also adds minor miracle (http://www.giantitp.com/forums/showthread.php?533711-Minor-Miracle-(limited-wish-equivalent)-amp-True-Atonement-(Good-aligned-mind-control)&p=22302454#post22302454), miracle, and true atonement (http://www.giantitp.com/forums/showthread.php?533711-Minor-Miracle-(limited-wish-equivalent)-amp-True-Atonement-(Good-aligned-mind-control)&p=22302454#post22302454) to their spells known.
True Seeing (Su)
An archangel benefits from a constant true seeing effect, as the spell (caster level 24th).
Turn Evil (Su)
As the cleric turn undead class feature (including the +2 synergy bonus from Knowledge (religion)), save that an archangel may also use it to turn evil outsiders.
Feats
An archangel possesses the Epic Spellcasting feat, granting it knowledge of two epic spells. These spells are always relevant to the archangel's portfolio -an archangel serving a deity of love might know an epic charm spell, for example.
http://i.imgur.com/rJOCMHM.jpg
MEDIUM OUTSIDER (Extraplanar, Good, Incorporeal, Lawful)
Hit Dice: 24d8+240 (348 hp)
Initiative: +14
Speed: 60 ft. (12 squares), fly 300 ft. (perfect)
Armor Class: 40 (+10 Dex, +10 deflection, +10 natural), touch 30, flat-footed 30
Base Attack/Grapple: +24/+34
Attack: +6 spear +40 melee (1d8+21/19-20/x3) or +6 composite longbow (+10 Str bonus) +40 ranged (1d8+16/19-20/x3)
Full Attack: +6 spear +40/+35/+30/+25 melee (1d8+21/19-20/x3) or +6 composite longbow (+10 Str bonus) +40/+35/+30/+25 ranged (1d8+16/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of glory, incarnation of justice, lay on hands, spells, turn evil 13/day
Special Qualities: Damage reduction 15/epic and evil and chaotic, darkvision 60 ft., divine grace, incorporeal traits, regeneration 15, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, spell resistance 34, telepathy 300 ft., true seeing
Saves: Fort +34, Ref +34, Will +34
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Concentration +37, Craft (any two) +37, Diplomacy +39, Heal +37, Intimidate +37, Listen +37, Knowledge (religion plus any five) +37, Perform (any one) +37, Sense Motive +37, Spellcraft +37 (+39 scrolls), Spot +37, Use Magic Device +37 (+39 scrolls)
Feats: Empower Spell, Eschew MaterialsB, Improved Critical (composite longbow), Improved Critical (spear), Improved Initiative, Point Blank Shot, Power Attack, Rapid Shot
Epic Feats: Epic Spellcasting, Improved Spell Capacity, PolyglotB
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or legion (1 archangel plus 3-6 angels)
Challenge Rating: 24
Treasure: None
Alignment: Always lawful good
Advancement: -
Level Adjustment: -
Your hear ethereal music, and are enraptured by a sudden golden radiance all around you. A shining celestial being clad in full plate descends from the heavens on a magnificent pair of wings.
The most powerful of the Celestials, Archangels are but one step below deities in the hierarchy of Good. They serve their gods and causes with courage, wisdom, and compassion, and are each empowered with command over a certain aspect of the cosmos. On occasion they assume humble mortal guises (via their spells) to test the worthiness of adventurers.
Archangels speak all languages via their Polyglot feat, and furthermore possess telepathy.
Combat Abilities
An archangel views combat as a last resort, save against the most vile and irredeemable of foes; they much prefer to solve encounters via Diplomacy (or Intimidate, as necessary). When forced into combat they unleash their epic magic and hails of arrows from afar, before closing into melee combat.
An archangels natural weapons, as well as any weapons it wields, are treated as epic, good-aligned, and lawful-aligned for the purpose of overcoming damage reduction.
Aura of Glory (Su)
Any creature within 300 feet of an archangel must succeed on a Will save (DC 32) each round or be charmed by it (as if by charm monster). Good creatures that fail their saves gain the benefits of good hope for as long as they are charmed. Evil creatures that succeed on their saves are shaken (no save). Caster level 24th for these effects. The save DC is Charisma-based.
Divine Grace (Su)
An archangel adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Incarnation of Justice (Su)
An archangel's natural weapons, as well as any weapons it wields, are treated as being axiomatic power (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#axiomaticPower), ghost touch, and holy power (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#holyPower) weapons. (These benefits are not reflected in the statistics block). They retain their natural armour bonus and may choose to grapple opponents (and otherwise manipulate objects) as though they were not incorporeal.
Lay On Hands (Su)
As the paladin class feature, except that each day, an archangel can heal an amount of damage equal to its full normal hit points and any creature healed gains the benefits of break enchantment, greater dispel magic, greater restoration, heal, regenerate, and true resurrection (caster level 24th). The greater dispel magic effect acts as a targeted dispel that only removes harmful effects. The heal, regenerate, and true resurrection effects do not restore any hit points beyond those restored by the base lay on hands itself.
Regeneration (Su)
An archangel's regeneration is overcome by epic weapons that are both chaotic and evil, or by any [Evil] or [Chaos] spell.
Spells
An archangel casts spells as a 24th-level favoured soul (https://dndtools.net/classes/favored-soul/) (spells per day: 6/9/9/8/8/8/8/7/7/7/2, save DC 20 + spell level). The last two spell slots are 10th-level slots from the Improved Spell Capacity feat. Archangels gain the granted powers of the Good and Law domains, as well as all others available to their deity, and all spells from those domains are added to their spells known. Finally, an archangel also adds minor miracle (http://www.giantitp.com/forums/showthread.php?533711-Minor-Miracle-(limited-wish-equivalent)-amp-True-Atonement-(Good-aligned-mind-control)&p=22302454#post22302454), miracle, and true atonement (http://www.giantitp.com/forums/showthread.php?533711-Minor-Miracle-(limited-wish-equivalent)-amp-True-Atonement-(Good-aligned-mind-control)&p=22302454#post22302454) to their spells known.
True Seeing (Su)
An archangel benefits from a constant true seeing effect, as the spell (caster level 24th).
Turn Evil (Su)
As the cleric turn undead class feature (including the +2 synergy bonus from Knowledge (religion)), save that an archangel may also use it to turn evil outsiders.
Feats
An archangel possesses the Epic Spellcasting feat, granting it knowledge of two epic spells. These spells are always relevant to the archangel's portfolio -an archangel serving a deity of love might know an epic charm spell, for example.