Collin152
2007-10-25, 11:50 PM
Alright, so I was thinking of what i wanted in my campaign setting, when it hit me. I wanted angels to play a big part. A really, really big part. Looking at the angels, I decided that they were all far too powerful to have wandering the earth. Really. The weakest variety is more than sufficient to overthrow any evil nation, much less deal with all a citys problems. So I decided to whip me up a more low class race that, while being watered down, will have a slightly differant flavor than Aasimars (which truth be told, I despise.)
So I cobbled together this little shanty, and would like some advice. If it gets a level adjustment, I don't want it over one. I also have plans to make others, to fill other niches.
EDIT: Day two remembrances are in italics, just so you are aware.
Seraphim
(singular: Seraph adjective: Seraphic)
Seraphim are the hosts of heaven, the servants of the OGds on earth. While many dwell within the upper planes, the vast majority are sent to earth as psuedomortals to carry out the will of their masters where clerics are insufficient.
Society: Seraphim tend to stay together within a community, and value family above anything else. Seraphim of Lawful dieties carry out the laws of whatever land they live in, provided the laws were presented by legitimate authority.
Religion: Seraphim worship the God they are servents of. IT is possible (via an atonement spell) for a seraph to change the god they serve, though this generally is unaccepted by any Lawful or Good god; it would take very powerful circumstances for a Seraphim to change religion.
Alignment: Seraphim alignments are generally the same as that of the diety they serve.
Seraphic Characters
Seraphim have the following racial traits:
+2 Cha -2 Con ; Their otherworldlieness lend sa peculiar atmosphere to Seraphim, but most Seraphic bodies are not adjusted to living in a world so fraught with mortal peril that they can't resist injury as well.
Medium Size
Creature Type: Outsider (Native); Seraphim have somewhat mortal bodies, and as such are treated differantly than both most other Angels and from mortals.Base land Speed 30 feet
Darkvision to 60 feet
Mortal Frame: For the purposes of magical effects, Seraphim are treated as humanoids and outsiders. If a spell effects outsiders differantly than humanoids, for the purpose of that spell, Seraphim are Outsiders.
Celestial Sustenance: A Seraph need only eat, drink, and sleep once per week. Particularly dehydrating circumstances do not incease the drinking requirement. If a Seraph does not rest, they do not still heal hit points, as normal. A Seraph ages, (age catagories as elves) but has no maximum age. Even very old Seraphim look moderatley young (no more than 50)
Supernatural ability: A Seraph has one of the following supernatural abilities, often dependant on its alignment. Each may be used once per day.
Detect Lies, as Discern lies, but it can only affect one creature, duration is one round, and may be fooled by careful wording (a Bluff check, which you gain a +5 bous on your sense motive check to negate, and they must actively be manipulating their words)
Mask Truth, you can cause one creature hearing your words to believe they are completely true. They are entitled to a will save (DC 10 + your Charisma modifier) to negate the effect. If they fail, they are till under no compulsion to act on what you say, but will believe your words without question, and thus may have their actions influenced. This can mask no more than 10 words, and an additional 5 words for each point of your charisma modifier.
[Suggestions for more of those? This is the real level adjustment area, if they even get one.]
Favored Class: Favored Soul
LA: +??
Not completley done, but I need input before I can expand my idea.
So I cobbled together this little shanty, and would like some advice. If it gets a level adjustment, I don't want it over one. I also have plans to make others, to fill other niches.
EDIT: Day two remembrances are in italics, just so you are aware.
Seraphim
(singular: Seraph adjective: Seraphic)
Seraphim are the hosts of heaven, the servants of the OGds on earth. While many dwell within the upper planes, the vast majority are sent to earth as psuedomortals to carry out the will of their masters where clerics are insufficient.
Society: Seraphim tend to stay together within a community, and value family above anything else. Seraphim of Lawful dieties carry out the laws of whatever land they live in, provided the laws were presented by legitimate authority.
Religion: Seraphim worship the God they are servents of. IT is possible (via an atonement spell) for a seraph to change the god they serve, though this generally is unaccepted by any Lawful or Good god; it would take very powerful circumstances for a Seraphim to change religion.
Alignment: Seraphim alignments are generally the same as that of the diety they serve.
Seraphic Characters
Seraphim have the following racial traits:
+2 Cha -2 Con ; Their otherworldlieness lend sa peculiar atmosphere to Seraphim, but most Seraphic bodies are not adjusted to living in a world so fraught with mortal peril that they can't resist injury as well.
Medium Size
Creature Type: Outsider (Native); Seraphim have somewhat mortal bodies, and as such are treated differantly than both most other Angels and from mortals.Base land Speed 30 feet
Darkvision to 60 feet
Mortal Frame: For the purposes of magical effects, Seraphim are treated as humanoids and outsiders. If a spell effects outsiders differantly than humanoids, for the purpose of that spell, Seraphim are Outsiders.
Celestial Sustenance: A Seraph need only eat, drink, and sleep once per week. Particularly dehydrating circumstances do not incease the drinking requirement. If a Seraph does not rest, they do not still heal hit points, as normal. A Seraph ages, (age catagories as elves) but has no maximum age. Even very old Seraphim look moderatley young (no more than 50)
Supernatural ability: A Seraph has one of the following supernatural abilities, often dependant on its alignment. Each may be used once per day.
Detect Lies, as Discern lies, but it can only affect one creature, duration is one round, and may be fooled by careful wording (a Bluff check, which you gain a +5 bous on your sense motive check to negate, and they must actively be manipulating their words)
Mask Truth, you can cause one creature hearing your words to believe they are completely true. They are entitled to a will save (DC 10 + your Charisma modifier) to negate the effect. If they fail, they are till under no compulsion to act on what you say, but will believe your words without question, and thus may have their actions influenced. This can mask no more than 10 words, and an additional 5 words for each point of your charisma modifier.
[Suggestions for more of those? This is the real level adjustment area, if they even get one.]
Favored Class: Favored Soul
LA: +??
Not completley done, but I need input before I can expand my idea.