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Xefas
2008-06-03, 02:22 AM
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG18.jpg

Lantern Archon
Level 3 Artillery (XP 150)
Tiny Immortal Animate (Archon)
Initiative +3
Senses: Perception +8
HP 38; Bloodied 19
AC 15, Fortitude 14, Reflex 15, Will 17
Speed 1, Fly 6 (hover)
---
(B) Light Pulse (standard; at-will) * Radiant
+7 vs AC; 1d6+3 radiant damage

(R) Light Beam (standard; at-will) * Radiant
Ranged 10; +5 vs Will; 2d4+3 radiant damage
---
Alignment: Lawful Good
Languages: Common, Celestial
Str 8, Con 14, Dex 15, Int 10, Wis 14, Cha 17


Hound Archon
Level 4 Soldier (XP 175)
Medium Immortal Humanoid (Archon)
Initiative +6
Senses: Perception +9, Darkvision
HP 55; Bloodied 27
AC 20, Fortitude 18, Reflex 15, Will 15
Speed 8
---
(B) Greatsword (standard; at-will) * Weapon
+11 vs AC; 1d10+4 damage and the target is marked for 1 round

(M) Vicious Grapple (standard against a marked target; encounter)
+9 vs Fortitude; 3d6+4 damage and the target is immobilized for 1 round
---
Alignment: Lawful Good
Languages: Common, Celestial
Str 18, Con 15, Dex 12, Int 13, Wis 14, Cha 15
Equipment: Greatsword


Trumpet Archon
Level 17 Artillery (Leader) (XP 3,200)
Large Immortal Humanoid (Archon)
Initiative +11
Senses: Perception +12
HP 126; Bloodied 63
AC 29, Fortitude 29, Reflex 27, Will 30
Speed 6, fly 10 (hover)
---
(B) Greatsword (standard; at-will) * Weapon
+24 vs AC; 1d10+5 damage

(C) Trumpet Blast (standard; at-will) * Thunder
Close Blast 5; +22 vs Will; 2d8+7 thunder damage against all enemies in the blast. Allies in the blast are instead healed 5 hit points. Enemies are deafened (save ends).

Direct Troops (minor; at-will)
One ally within 10 squares shifts 2 squares and gains a +2 bonus on their next attack roll
---
Alignment: Lawful Good
Languages: Trumpet Archons can communicate with any creature with a language
Str 21, Con 18, Dex 16, Int 20, Wis 18, Cha 24
Equipment: Trumpet

http://www.wizards.com/dnd/images/mm4_gallery/98693.jpg


Justice Archon
Level 6 Skirmisher (XP 250)
Medium Immortal Humanoid (Archon)
Initiative +9
Senses: Perception +10, Darkvision
HP 70; Bloodied 35
AC 19, Fortitude 17, Reflex 20, Will 16
Speed 8
---
(B) Greatsword (standard; at-will) * Weapon
+11 vs AC; 1d10+4 damage

Objection! (immediate reaction when an enemy within 5 squares succeeds in hitting an ally with an attack; recharge 4,5,6)
The enemy who launched the attack begins to glow brightly and grants Combat Advantage until the Justice Archon uses this ability on a different target.

Verdict
The Justice Archon deals an additional 1d6 radiant damage against enemies who grant Combat Advantage. In addition, if the Archon strikes an enemy with its Greatsword who grants Combat Advantage, their speed is permanently reduced by 1 until the end of the encounter. This cannot lower their speed below half (round down) normal.

Vengeance (immediate reacion; encounter)
When an enemy within 10 squares uses an Encounter Power, the Justice Archon may “copy” that Power if it is 7th level or lower. Once during the current encounter, the Justice Archon may use that Power exactly as if the enemy has done so (using the enemy’s modifiers and so on).
---
Alignment: Lawful Good
Languages: Common, Celestial, Infernal
Skills: Insight +10, Intimidate +10
Str 16, Con 14, Dex 18, Int 10, Wis 14, Cha 14
Equipment: Greatsword, Plate Armor


http://www.wizards.com/dnd/images/ToMagic_Gallery/96133.jpg


Word Archon
Level 7 Elite Controller (Leader) (XP 600)
Medium Immortal Humanoid (Archon)
Initiative +2
Senses: Perception +9, Darkvision
HP 176; Bloodied 88
AC 20, Fortitude 20, Reflex 20, Will 24
Speed 6
---
(B) Warhammer (standard; at-will) * Weapon
+12 vs AC; 1d10+3 damage + 1d8 radiant damage

(R) Incantation of Angels (standard; encounter)
Ranged 10; One ally within range gains +1 to all defenses and deals an additional 1d8 radiant damage on all attacks until they become bloodied

(C) Word of Shifting Space (minor; recharge 5,6)
Close Burst 1; Squares in the burst become difficult terrain and the Word Archon teleports 5 squares

(A) Word of Binding (minor; recharge 5,6)
Burst 1 within 10; +11 vs Will; Targets are immobilized (save ends)

(R) Word of Repentance (minor; encounter) * Psychic
Ranged 10; +11 vs Will; 4d6+3 psychic damage and the target is knocked prone
---
Alignment: Lawful Good
Languages: A Word Archon can communicate with any creature with a language
Str 17, Con 12, Dex 14, Int 17, Wis 12, Cha 16
Equipment: Warhammer, Scale Armor


http://www.wizards.com/dnd/images/ros_gallery/83342.jpg


Hammer Archon
Level 9 Brute (XP 400)
Medium Immortal Humanoid (Archon)
Initiative +4
Senses: Perception +6, Darkvision
HP 120; Bloodied 60
AC 22, Fortitude 22, Reflex 18, Will 18
Speed 5
---
(B) Maul (standard; at-will) * Weapon
+12 vs AC; 2d8+5 damage

(M) Plant Foe (standard; recharge 5,6) * Weapon
+10 vs Reflex; 4d8+5 damage and the target is knocked prone. Additionally, the target becomes partially submerged in the ground, immobilizing them until they or an adjacent ally succeeds on a DC 15 Strength check as a standard action.

(M) Grand Slam (standard; at-will while bloodied) * Weapon
+12 vs AC; 2d8+5 damage and the target is pushed 5 squares and knocked prone
---
Alignment: Lawful Good
Languages: Common, Celestial, Terran
Str 20, Con 20, Dex 10, Int 10, Wis 14, Cha 12
Equipment: Large Maul


http://www.wizards.com/dnd/images/boed_gallery/75096.jpg


Owl Archon
Level 11 Controller (XP 1,200)
Medium Immortal Magical Beast
Initiative +9
Senses: Perception +14
HP 108; Bloodied 54
AC 25, Fortitude 20, Reflex 23, Will 23
Speed 4, fly 6 (hover)
---
(B) Talons (standard; at-will)
+16 vs AC; 2d6+4 damage

(R) Weight of Sin (standard; recharge 5,6)
Ranged 5; +15 vs Will; 3d8+5 and the target is slowed (save ends). First Failed Save The target is immobilized instead of slowed. Second Failed Save The target is petrified for 4 rounds or until the Owl Archon is slain.

(R) Confusion (minor; encounter while bloodied)
Ranged 5; The next time the target would voluntarily move any number of squares, they instead move the same number in the opposite direction. If, for some reason, they cannot move the entire amount, they move as far as they can and then stop.
---
Alignment: Lawful Good
Languages: Common, Celestial
Str 10, Con 12, Dex 18, Int 12, Wis 18, Cha 18


http://www.wizards.com/dnd/images/boed_gallery/75099.jpg


Warden Archon
Level 13 Soldier (XP 1,600)
Large Immortal Humanoid (Archon)
Initiative +8
Senses: Perception +16, Darkvision
HP 128; Bloodied 64
AC 29, Fortitude 25, Reflex 21, Will 26
Speed 6
---
(B) Claws (standard; at-will)
Reach 2; +20 vs AC; 2d8+6 and the target is marked for 1 round

Lock Spirit
Creatures marked by a Warden Archon cannot regain hit points by any means, though they can still be granted temporary hit points.

Unerring Assay
A Warden Archon becomes immune to Illusion and Charm effects when they become bloodied.

Ward Mind
Allies adjacent to the Warden Archon gain a +2 bonus to their Will defense
---
Alignment: Lawful Good
Languages: Common, Celestial, Infernal, Abyssal
Str 22, Con 16, Dex 10, Int 14, Wis 21, Cha 14
Equipment: Plate Armor


http://www.wizards.com/dnd/images/boed_gallery/75097.jpg


Sword Archon
Level 15 Elite Skirmisher (XP 2,400)
Large Immortal Humanoid (Archon)
Initiative +11
Senses: Perception +11, Darkvision
HP 336; Bloodied 168
AC[/b 31, Fortitude 31, Reflex 24, Will 27
Saving Throws +2
Resist Fire 10, Radiant 10
Action Points 2
Speed 8, Fly 10 (hover)
---
(B) Armblades (standard; at-will) * Fire
+20 vs AC; 2d8+6 fire damage

(M) Twin Blades (standard; at-will) * Fire
The Sword Archon makes two Armblade attacks

(C) Fiery Retribution (immediate reaction when struck by a melee attack; recharge 4,5,6)
Close Burst 1; +16 vs Reflex; 1d10+6 fire damage and the Sword Archon teleports 8 squares

(M) Discorporation (standard; encounter)
+18 vs Fortitude; 4d8+6 fire damage and stunned (save ends). The Sword Archon may shift up to 8 squares before making the attack, but must shift at least 4. Discorporation automatically recharges after using Fiery Retribution.
---
Alignment: Lawful Good
Languages: Common, Celestial, Infernal, Abyssal
Str 23, Con 20, Dex 14, Int 14, Wis 18, Cha 20


http://www.wizards.com/dnd/images/boed_gallery/75098.jpg


[b]Throne Archon
Level 23 Elite Controller (Leader) (XP 10,200)
Gargantuan Immortal Humanoid (Archon)
Initiative +14
Senses: Perception +22, Darkvision
Visage of Faith Aura 5; Allies can not be reduced below 1 hit point
HP 1100; Bloodied 550
AC 39, Fortitude 37, Reflex 30, Will 37
Saving Throws +5
Resist Radiant 40
Action Points 2
Speed 8, Fly 8 (hover)
---
(B) Bastard Sword (standard; at-will) * Weapon
Reach 4; +28 vs AC; 3d6+8 damage and the target is marked for 1 round

(M) Sword Swipe (standard; at-will) * Weapon
The Throne Archon makes Greatsword attacks against all creatures in a straight line 5 squares long, the furthest square of which cannot be more than 4 squares from the Archon.

(M) Sword Sweep (standard; at-will) * Weapon
Burst 1 within 3; +28 vs AC; 3d6+8 damage and the target is marked for 1 round

(M) Sword Grind (standard; at-will) * Weapon
Close Burst 1; +28 vs AC; 3d6+8 damage and the target is marked for 1 round

(M) Palm (minor 1/round; at-will)
Reach 3; +27 vs Reflex; 1d6+4 damage and the target is knocked prone

(M) Backhand (minor 1/round; at-will)
Reach 3; +27 vs Fortitude; 1d6+4 damage and the target is pushed 10 squares

(M) Fist (minor 1/round; at-will)
Reach 3; +27 vs Fortitude; 1d6+4 damage and the target is immobilized

Renewed Resolve
While the Throne Archon is bloodied, it is immune to any forced movement.

(M) Step (minor 1/round; at-will while bloodied)
Reach 3; +27 vs Reflex; 1d6+4 damage and the target is knocked prone and Grabbed.

(M) Kick (minor 1/round; at-will while bloodied)
Reach 3; +27 vs Reflex; 1d6+4 damage and the target is pushed 20 squares
---
Alignment: Lawful Good
Languages: Throne Archons can communicate with any creature with a language
Str 30, Con 28, Dex 16, Int 20, Wis 22, Cha 26
Equipment: Bastard Sword, Plate Armor

Xefas
2008-06-03, 02:23 AM
Celestial Hebdomad

http://www.wizards.com/dnd/images/boed_gallery/75075.jpg

Barachiel the Messenger
Level 26 Solo Controller (45,000)
Large Immortal Humanoid (Archon)
Initiative +18
Senses: Perception +29, Darkvision
Conduction Aura 10; Any enemy who begins their turn within 5 squares of another enemy takes 15 lightning damage and causes all enemies within 5 squares of them to also take 15 lightning damage.
HP 1180; Bloodied 580
AC 42, Fortitude 40, Reflex 36, Will 42
Saving Throws: +5
Resist Cold 10, Lightning 40, Radiant 40
Action Points 2
Speed 8, Fly 12 (hover)
---
(B) Longsword (standard; at-will) * Weapon
Reach 2; +31 vs AC; 1d10+8 damage + 1d8 lightning damage

(M) Messenger’s Blade (standard; at-will) * Weapon
Reach 2; +31 vs AC; 1d10+8 damage + 1d8 lightning damage and Barachiel can shift 8 squares before or after making the attack.

(C) Lightning Stroke (immediate reaction when a melee attacks strikes Barachiel; recharge 4,5,6) * Lightning
+29 vs Fortitude; 3d8+9 lightning damage, the target is pushed 5 squares and immobilized (save ends)

Superconductivity
The size of Barachiel’s Conduction aura becomes 20 while he is bloodied. The amount of lightning damage it deals also becomes 20.

(R) Magnetic Force (minor; at-will while bloodied) * Force
Ranged 20; +29 vs Fortitude; 1d10+9 force damage and the target is pulled 10 squares

(C) Barachiel’s Trumpet (standard; encounter while bloodied) * Thunder
Close Burst 20; +29 vs Fortitude; 4d10+9 thunder damage and the target is slowed and deafened for 1 round. Aftereffect The target is slowed and deafened (save ends both)
---
Alignment: Good
Languages: Barachiel can communicate with all creatures that have a language.
Str 26, Con 20, Dex 22, Int 26, Wis 26, Cha 28


http://www.wizards.com/dnd/images/boed_gallery/75076.jpg

Domiel the Mercy-Bringer
Level 28 Solo Skirmisher (XP 65,000)
Large Immortal Humanoid (Archon)
Initiative +22
Life Seal aura 5; enemies cannot regain hit points (though they can still acquire temporary hit points)
Senses: Perception +27, Darkvision
HP 1290; Bloodied 645
AC 44, Fortitude 43, Reflex 38, Will 42
Saving Throws +5
Resist 10 Fire, 40 Necrotic, 40 Radiant
Action Points: 2
Speed 8, Fly 10 (hover)
---
(B) Greatsword (standard; at-will) * Weapon
Reach 2; +33 vs AC; 1d12+10 damage + 2d6 fire damage

Guilt (immediate reaction when struck by an attack; at-will)
The creature who struck Domiel loses 1 healing surge

Implacable Doom (immediate reaction when Domiel starts his turn not adjacent to an enemy; at-will)
Domiel teleports adjacent to an enemy within 10 squares

(M) Merciful Steel (standard against a bloodied foe; recharge 5,6) * Weapon
Reach 2; +33 vs AC; 5d12+10 damage + 2d6 fire damage

(C) Soulwrack (standard; recharge 5,6) * Necrotic
Close Burst 2; +31 vs Fortitude; 4d8+8 Necrotic damage and 15 ongoing Necrotic damage (save ends)

(M) Forgiveness (minor 1/round while bloodied; at-will)
Reach 2; +31 vs Will; the target is healed their healing surge value and stunned for 1 round
---
Alignment: Lawful Good
Languages: Domiel can communicate with all creatures that have a language
Str 30, Con 26, Dex 23, Int 26, Wis 28, Cha 27

http://www.wizards.com/dnd/images/boed_gallery/75077.jpg

Erathaol the Seer
Level 30 Solo Controller (XP 95,000)
Large Immortal Humanoid (Archon)
Initiative +25
Senses: Perception +28, Darkvision
HP 1355; Bloodied 677
AC 46, Fortitude 41, Reflex 45, Will 44
Saving Throws +5
Resist 10 Cold, 10 Fire, 20 Psychic, 40 Radiant
Action Points: 2
Speed 8, Fly 10 (hover)
---

(B) Quarterstaff (standard, at-will) * Weapon
Reach 2; +35 vs. AC; 2d4+8 damage + 3d6 fire or cold damage

Time Shift (minor, recharge 6)
Erathaol pulls himself through time from 1 round in the future. The second Erathaol has all of his actions available, though any powers used by one expend it for both, and any damage done to one applies to both. At the beginning of his next turn, the first Erathaol is then pulled back in time, leaving the second one as his “real” self.

Aptitude Focus
At the beginning of Erathaol’s turn, he can grant himself a +4 bonus to one ability score until the beginning of his next turn. This effects his Fort, Ref, Will, attack and damage rolls. His Quarterstaff is Strength-based.

Quick Study
Erathaol can use any At-Will power used by any of his enemies in the current encounter that he witnesses. He uses his own ability scores for them. Bonuses from Aptitude Focus apply. Erathaol is treated as wielding all weapon types, carrying a shield, having all Eldritch Pacts, and employing all other Build Options (such as Brutal Scoundrel) for the purposes of these powers. He cannot use powers with the Healing keyword.

Improved Quick Study (recharge 5,6)
Erathaol uses an Encounter Power that one of his enemies has used in the current encounter that he has witnessed. Otherwise, this functions as Quick Study.

Greater Quick Study (encounter)
Erathaol uses a Daily Power that one of his enemies has used in the current encounter that he has witnessed. This power recharges when Erathaol becomes bloodied. Otherwise, this functions as Quick Study.
---
Alignment: Lawful Good
Languages: Erathaol can communicate with all creatures that have a language
Str 26, Con 23, Dex 26, Int 31, Wis 28, Cha 28

http://www.wizards.com/dnd/images/boed_gallery/75078.jpg

Pistis Sophia the Ascetic
Level 32 Solo Skirmisher (XP 135,000)
Large Immortal Humanoid (Archon)
Initiative +28
Weaken Resolve aura 1; enemies entering the aura take 10 ongoing damage and are slowed (save ends both).
Senses: Perception +32, Darkvision
HP 1460; Bloodied 730
AC 46, Fortitude 46, Reflex 47, Will 48
Saving Throws +5
Immune Disease, Poison Resist 40 Radiant
Action Points: 2
Speed 8, Fly 10 (hover)
---
(B) Unarmed Strike (standard, at-will)
Reach 2; +37 vs. AC; 2d12+7 damage and the target is stunned for 1 round

(R) Pacifying Gaze (standard; at-will)
Ranged 10; +35 vs. Will; The target is slowed (save ends) and gains the “Pacifism” condition. This condition incurs a -5 penalty on the attack rolls of Opportunity Attacks and remains until either the encounter ends, or the inflicted target is lowered to 0 hit points or less.

(M) Touch of Heavenly Repose (standard; at-will)
Reach 2; +37 vs. Will; If the target has the Pacifism condition, they are immediately reduced to 0 hit points. If the target is instead at 0 hit points or less, they die.

(R) Absolve Strife (minor; at-will)
Ranged 10; +35 vs. Will; The target drops anything they are holding and falls prone.

Just Retribution (immediate interrupt; recharge 6)
When an enemy within 10 squares succeeds in striking Pistis Sophia with either a basic attack, at-will power, or encounter power, the attack instead misses and rebounds, striking the original attacker with no attack roll required. When Pistis Sophia is bloodied, this recharges on a 5 or 6.

Abundant Step (free action; encounter)
Pistis Sophia teleports up to 30 squares and becomes insubstantial for 1 round.
---
Alignment: Lawful Good
Languages: Pistis Sophia can communicate with all creatures that have a language
Str 24, Con 28, Dex 30, Int 28, Wis 32, Cha 28

http://www.wizards.com/dnd/images/boed_gallery/75079.jpg

Raziel the Crusader
Level 34 Solo Brute (XP 195,000)
Large Immortal Humanoid (Archon)
Initiative +25
Crown of Mertion aura 10; The fire resistance of enemies is lowered by 20. Their Fire Immunity, if any, is treated as fire resistance 40 (and thus lowered to 20 in the aura) for the purposes of Raziel’s powers.
Senses: Perception +32, Darkvision
HP 1900; Bloodied 950
AC 48, Fortitude 49, Reflex 45, Will 48
Saving Throws +5
Immune Disease, Poison Resist 40 Fire, 40 Radiant
Action Points: 2
Speed 8, Fly 10 (hover)
---
(B) Bastard Sword (standard; at-will) * Weapon
Reach 2; +37 vs. AC; 1d12+11 damage + 2d6 fire + 2d6 radiant

(M) Smite Foe (standard; at-will) * Weapon, Radiant
Reach 2; +37 vs. AC; 1d12+11 damage + 2d6 fire + 6d6 radiant

(C) Divine Wrath (standard; never)
Close Burst 5; +35 vs. Will; Targets are slowed (save ends), weakened (save ends), and blinded (save ends). Recharges when Raziel uses Smite Foe. In addition, Raziel is automatically empowered, increasing in size (from 2x2 to 3x3, 3x3 to 4x4, or 4x4 to 5x5), increasing reach by 1, and increasing damage done by all Weapon attacks by 2d12. This effect stacks up to 3 times (When Raziel is Gargantuan+ in size [5x5]).

Burning Purgation (immediate reaction when struck by an enemy attack; at-will while Huge sized) * Fire
Raziel can remove any number of negative ongoing effects on the target. For each effect removed, the target takes 5d6 fire damage.

(M) Crushing Shield (minor 1/round; at-will while Gargantuan sized) * Weapon
Reach 2; +35 vs. Reflex; 5 damage and the target is dazed (save ends)

(R) Vengeful Gaze of the Crusader (minor 1/round; at-will while Gargantuan+ sized) * Fire
Ranged 20; +35 vs. Reflex; 10d6 fire damage and ongoing 5 fire damage (save ends). The target’s fire resistance (if any) is also reduced by 5 until the end of the encounter. This effect stacks.
---
Alignment: Lawful Good
Languages: Raziel can communicate with all creatures that have a language
Str 33, Con 30, Dex 26, Int 28, Wis 30, Cha 28

Xefas
2008-06-03, 04:24 AM
Rituals


Channel Least Archon
By going deep into meditation, your mind may briefly pass through planar boundaries and enter the Seven Mounting Heavens of Celestia. While you drift along, a call goes out, and an appropriately important Archon replies. In this case, only the lowliest of them can spare the time to meet your request.
Level: 4
Category: Binding
Time: 30 minutes
Duration: 24 hours
Component Cost: 100gp
Market Price: 250gp
Key Skill: Religion (no check)

You link minds with a Lantern Archon currently residing in Celestia. Using the power of the ritual, if it is willing, the Archon may enter into your mortal flesh, granting you some of its power in exchange for you furthering the cause of Good.

If the caster is Lawful Good, the Archon agrees to be channeled without question. If the caster is Good, then the Archon will only agree if the caster's cause is immediately relevant to the greater Good. If the caster is Unaligned, Evil, or Chaotic Evil, then the Archon refuses but no components are spent.

An Archon can leave the caster's body at any time as a free action. It will not normally do so, but if the caster commits an evil act, it most likely will.

While channeled, the Lantern Archon grants the caster a +2 bonus to their Speed and causes them to shed light from their body as a Torch (the light can be switched on or off as a minor action). In addition, they gain the following two powers:

{table=head]Light Pulse
You extend your hand and a searing blast of light emanates from it.
At-Will * Radiant
Standard Action * Melee
Target: One adjacent enemy
Attack: Str, Wis, or Cha vs Reflex
Hit: 1d6 + Str, Wis, or Cha modifier radiant damage[/table]

{table=head]Surge of Light
After striking an enemy, a second entity residing inside you releases a brilliant burst of holy energy, smiting your foe.
Encounter * Radiant
Free Action
Trigger: You hit with an attack
Effect: You deal an additional 2d4 radiant damage[/table]



Channel Lesser Archon
By going deep into meditation, your mind may briefly pass through planar boundaries and enter the Seven Mounting Heavens of Celestia. While you drift along, a call goes out, and an appropriately important Archon replies. In this case, only a low-ranking warrior can spare the time to meet your request.
Level: 6
Category: Binding
Time: 30 minutes
Duration: 24 hours
Component Cost: 200gp
Market Price: 350gp
Key Skill: Religion (no check)

You link minds with a Hound Archon currently residing in Celestia. Using the power of the ritual, if it is willing, the Archon may enter into your mortal flesh, granting you some of its power in exchange for you furthering the cause of Good.

If the caster is Lawful Good, the Archon agrees to be channeled without question. If the caster is Good, then the Archon will only agree if the caster's cause is immediately relevant to the greater Good. If the caster is Unaligned, Evil, or Chaotic Evil, then the Archon refuses but no components are spent.

An Archon can leave the caster's body at any time as a free action. It will not normally do so, but if the caster commits an evil act, it most likely will.

While channeled, the Hound Archon grants a +2 bonus to the caster's speed, low-light vision, and a pair of claws (see below). While the caster is bloodied, the Archon grants a +2 bonus on melee attack and damage rolls, and immunity to fear effects.

{table=head]Claws
Though the two sharp appendages that have replaced your hands are completely alien to you, you are surprisingly proficient with them in combat.
At-Will * Unarmed
Standard Action * Melee
Target: One adjacent enemy
Attack: Str or Dex vs AC
Damage: 2d6 + Str or Dex modifier damage[/table]

Stycotl
2008-06-03, 10:50 AM
very cool, though i don't know much about 4ed. where are the rituals from? did you just make them up? pretty cool stuff. if they are not found in 3.5 already (the rituals), then i am going to have to down-convert them.

aaron out.

Xefas
2008-06-03, 07:22 PM
very cool, though i don't know much about 4ed. where are the rituals from? did you just make them up? pretty cool stuff. if they are not found in 3.5 already (the rituals), then i am going to have to down-convert them.

aaron out.

There are a few rules in the Book of Exalted Deeds for channeling celestials, though usually it's something bland like a bonus to an ability score or something.

The actually cool version is an Epic Spell that lets a group of epic (or close to) characters channel a single Celestial Paragon, which gives them a bonus to pretty much everything and a spell-like ability depending upon the Paragon.

While these Rituals are based on those, they obviously work differently.

Stycotl
2008-06-04, 04:34 PM
well, whatever they are, i like them.

Xefas
2008-06-04, 08:37 PM
The first of the Celestial Hebdomad is up: Barachiel the Messenger, Ruler of Lunia, the First Heaven, and Patron of the Trumpet Archons.

He doesn't look very powerful at first, but then you reread his aura ability and it just all comes together...

aaron_the_cow
2008-06-04, 11:13 PM
Your forgeting Roy's Archon :smallwink:

Inyssius Tor
2008-06-05, 09:46 AM
Holy crap! Truly, you are a master of your art. I don't know if it's balanced, because the books aren't out yet, but every single one of Barachiel's abilities looks both awesome and fun to describe and use. They also look ridiculously powerful, but not having the books I can't say if they're too much so. All of this applies equally to the lesser archons, by the way.

(Man, now I have to add "high-level evil campaign" to my list of Campaigns to Run.)

(Also, man it's hard to come up with an elegant organizational system for my embryonic 4E Compendium. Bleargh. I think I'll just wait for someone else to do it.)

Xefas
2008-09-25, 08:31 PM
Well, its been four months, but I added content, so this doesn't count as thread necromancy, right? More like some kind of...resurrecting-bump.

I added Domiel the Mercy-Bringer and Erathaol the Seer to the Celestial Hebdomad.

I'm hoping to get some playtesting in with the Hebdomad, but with the whole D&D group in college, and already participating in a campaign, its hard to set up an additional session of "lets grab random epic level characters you don't care about and beat up the holiest people in existence that won't go anywhere story-wise".

I can only theorize so much without any sort of practical evidence to go on.

Lappy9000
2008-09-25, 09:18 PM
Well, its been four months, but I added content, so this doesn't count as thread necromancy, right? More like some kind of...resurrecting-bump.

Doesn't really matter on these boards. Especially when you have work this excellent. If needs to be showcased for future generations!

Xefas
2008-09-26, 05:25 PM
Doesn't really matter on these boards. Especially when you have work this excellent. If needs to be showcased for future generations!

I appreciate the support :smallsmile:

And because the only way for me to bump without guilt is to add content, I've added Pistis Sophia the Ascetic.

I'm venturing into uncharted territory in terms of power. When Orcus is the only measuring stick, it makes things hard. The "How to make a monster" rules in the DMG don't even list damage tables past level 30.

I have no idea what to do after this. There are already devils in the Monster Manual, and once I finish Zaphkiel, that'll be all the Archons. What then? What's more interesting than Archons and Devils?

Shadow_Elf
2008-09-26, 08:33 PM
Ummm, archons are Primordials, not immortals, and they don't have (archon) subtype. Other than that, looks good.

Xefas
2008-09-26, 09:13 PM
Ummm, archons are Primordials, not immortals, and they don't have (archon) subtype. Other than that, looks good.

I'm assuming by "Primordial" you mean "Elemental", as that's the Origin listing of Archons in the Monster Manual. (Primordial is the language that Elementals like the Archons speak)

And, sure, Archons are Elemental if you're using the 4e cosmology. But, they're also Chaotic Evil if you're using the 4e cosmology.

I still use the Great Wheel in my 4e games, which is why I made these Archons in the first place. My games usually involve the Seven Mounting Heavens of Celestia, the Nine Hells of Perdition, and the Infinite Layers of the Abyss. We have Demons and Devils, but no viable stand-ins for the Heavenly Host. Thus, here they are.

Of course, you're welcome to stick them into the 4e cosmology, but even if you did, they should probably be separate from the Chaotic Evil Elemental Demon-Thralls that the new Archons are.

Xefas
2008-09-27, 12:38 PM
Bump for Great Radiance.

Also, Raziel the Crusader is up. I'm a little iffy on him, since he's suppose to be more powerful than Orcus, and yet I didn't want to give him an instant knock-out attack like the big demon prince. So, instead I made him deal lots of damage. The problem is that I don't know if he does *enough* damage.

Once he ramps up to full power, he should be doing something like:
13d12+18d6+11 damage a round. But that's assuming everything hits. It seems like a lot, but so does a single attack bringing your fighter from 200+ HP to 0.

It's 158 average damage if everything hits and he doesn't have any fire resistance to burn through on the target AND he's had several turns of being weaker so he can bring his deadliness into full swing.

S'why I need to playtest...