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The Vorpal Tribble
2008-09-24, 04:49 PM
Mal'akh

The soul at its highest is found like God, but an angel gives a closer idea of Him. That is all an angel is: an idea of God. ~Meister Eckhart

Mal'akh, also known as True Celestials, are as to normal celestials as celestials are to mankind. They are the direct servants of good-aligned deities and are all but gods themselves in power and knowledge. Where a Mal-akh is sent is destined never to be the same again. In truth such is their power that they must go always shielded from sight and silent as their mere presence can kill mortals. Often they will use a willing worshiper to communicate, gently using his body and mind to act as a speaker, always protecting it from harm.

(Note: If deity rules are used, mal'akh are rank 0 deities.)

Mal'akh Traits

Mal'akh are a grouping of the outsider type in the same way that archons are a grouping of the outsider type. Mal'akh may also be archons, angels, or any other good-aligned outsider type, though it is not a template.

Chosen of Heaven: All mal'akh gain a deflection bonus to their armor class equal to their Charisma-modifiers and an Exalted bonus equal to half their HD.

Go to the Need (Sp): A mal'akh may use greater teleport, planeshift, or dream travel at will. They cannot be held to a place with any spell or power, such as Dimensional Anchor, unless the caster or manifester has more HD than the mal'akh.

Godspoken (Ex): A mal'akh's voice, no matter what tongue it speaks, is so powerful that everything within a 100-foot cone is affected as by the Shatter spell (shatterable objects only, though magical objects of those materials can also be affected). All creatures in a 60-foot radius take 10d6 points of sonic damage and become temporarily deafened. A fortitude save halves this damage and the target is not deafened (DC 10 + half Mal-akh HD + Cha modifier). This deafness lasts until the victim heals its sonic damage or becomes the recipient of a cure blindness/deafness spell.

Heaven's Light (Ex): A mal'akh is constantly illuminated by a light that exceeds that of the sun. Any creature that witnesses this light must succeed on a Fortitude save (DC 10 + half Mal-akh HD + Cha modifier) each round or become permanently blind as their eyes literally melt from their sockets. They usually use a form of invisibility, but if True Seeing, a Divination spell, or Clairsentient power is used to witness them those doing so must also succeed on a save.
Evil-aligned creatures exposed to this light must succeed on the save or die. Even if they make their save against death they are automatically blinded if they have less HD than the mal'akh.
A remove blindness/deafness spell does not replace the lost eyes or cure the blindness. A heal spell restores both the creature's eyes and its vision. Good-aligned outsiders or petitioners are immune to heaven's light.
This light counters and dispels any darkness, shining forth as if it weren't there.

Immunities: Mal'akh's are immune to fear and mind-affecting effects. They are also immune to one energy type (specific to the mal-akh).

Resistances: Mal'akh have electricity resistance 20, fire resistance 20, and damage reduction of at least 5/epic and evil (certain mal'akh have higher damage reduction).

Special Qualities: All mal'akh have the spell-like ability to use true seeing and greater invisibility at will. Mal'akh are not subject to death from massive damage, and they have maximum hit points per Hit Die. Mal'akhs have the blindsight extraordinary ability to a range of 500 feet as well as x-ray vision. Mal'akhs can choose both non-epic and epic feats as part of their feat selection.

Spell Resistance: Mal'akh's tend to have spell resistance equal to their CR +10. Against evil spells this resistance is CR +12, and against all spells cast by evil outsiders their resistance is CR +14.

Unmaking Touch (Ex): The mere touch of a mal'akh reverses the process of creation. Any being they touch (except outsiders with the good subtype) must succeed on a Fortitude save (DC 10 + half mal'akh HD + Cha modifier) or be 'unmade'. This is alike to disintegration, affecting Constructs and Undead as well, except their bodies briefly become energy before dissipation, leaving nothing behind but the soul. A creature killed in this manner cannot be raised, reincarnated, or resurrected except by another mal'akh. Otherwise only a wish or miracle spell can restore the body, and then a second use to bring the soul back to it, though only if the soul is willing).

The Vorpal Tribble
2008-09-24, 04:50 PM
Hisromam

http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Hisromam.jpg

In order for the light to shine so brightly, the darkness must be present. - Francis Bacon

Huge Outsider (angel, good, extraplanar)
Hit Dice: 32d8+128 (384 hp)
Initiative: +15
Speed: 100 ft., fly 250 ft. (good)
Armor Class: 43 (+6 deflection, +13 dex, +16 exalted, -2 size), touch 43, flat-footed 27
Base Attack/Grapple: +32/+44
Attack: Slam +45 melee (2d8+4 plus unmaking touch)
Full Attack: 2 slam +45 melee (2d8+4 plus unmaking touch)
Space/Reach: 15 ft./30 ft.
Special Attacks: Godspoken, heaven's light, inhabit, spell-like abilities, touch of peace, twilight summons
Special Qualities: Angel traits, damage reduction 10/epic and evil, holy shroud, immunity to acid, cold, fear, fire and petrification, mal'akh traits, outsider traits, pardoned from perdition, protective aura, resistance to electricity 20, spell resistance 36, tongues, umbral
Saves: Fort +27, Ref +31, Will +29
Abilities: Str 19, Dex 36 (+13), Con 16, Int 25 (+7), Wis 28 (+9), Cha 23
Skills: Bluff +39, Concentration +38, Diplomacy +41, Heal +44, Hide +40, Intimidate +41, Knowledge (any 3) +42, Listen +44, Move Silently +48, Search +42, Sense Motive +44, Spot +44, Tumble +48
Feats: Combat Expertise, Fade Into Violence (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fade_Into_Violence,PH2), Great Fortitude, Improved Disarm, Improved Toughness, Iron Will, Pure Soul (http://realmshelps.dandello.net/cgi-bin/feats.pl?Pure_Soul,HH), Spirit Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Spirit_Sense,HH), Supernatural Crusader (http://realmshelps.dandello.net/cgi-bin/feats.pl?Supernatural_Crusader,ToM), Weapon Finesse
Epic Feats: Epic Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Any good
Advancement: 33-56 HD (Huge), 57-70 HD (Gargantuan), 71+ HD (Colossal)
Level Adjustment: -

Hisromams seem to be as substantial as a shadow and twice as dark, with a form just as malleable, though there outline tends to coincide with the favorite form of their deity. In the brightest of light, or in the presence of good-aligned individuals, vast, wispy wings seem to spread from the shadows they occupy.

Hisromams, also known as Penumbral Angels, are literally the shadows of the gods. They are unassuming beings who tend to stay in the background, remaining unseen even more than is usual. Despite this they are amongst the most social of the mal'akh, dealing with their deity's followers on an intimate level. They often use the devout as willing vessels to interact with others where there presence would be harmful or frightening or so that they may enter locales of great evil where they would otherwise be detected. Because of their unique abilities they are often sent as spies or for rescue missions into the darkest pits of the lower planes.

Combat
A hisromam prefers to do their tasks beneath notice, or to use a willing vessel. They are not cowardly and will defend the life of their vessel or wards with their very lives, but simply prefer stealth over battle. If discovered they prefer to put them into a deep sleep and modify their memories so as not to recall their presence. If worse comes to worse however they stretch out to an unnatural length to unmake their enemy.

A hisromam's natural weapons, and any weapons it wields, is treated as epic, good-aligned, and ghost-touch for the purpose of overcoming damage reduction.

Godspoken (Ex): A hisromam's voice, no matter what tongue it speaks, is so powerful that everything within a 100-foot cone is affected as by the Shatter spell (shatterable objects only, though magical objects of those materials can also be affected). All creatures in a 60-foot radius take 10d6 points of sonic damage and become temporarily deafened. A fortitude save halves this damage and the target is not deafened (DC 30). This deafness lasts until the victim heals its sonic damage or becomes the recipient of a cure blindness/deafness spell.

Heaven's Light (Ex): A hisromam is constantly illuminated by a light that exceeds that of the sun. Any creature that witnesses this light must succeed on a Fortitude save (DC 30) each round or become permanently blind as their eyes literally melt from their sockets. They usually use their invisibility, but if True Seeing, a Divination spell, or Clairsentient power is used to witness them those doing so must also succeed on a save.
Evil-aligned creatures exposed to this light must succeed on the save or die. Even if they make their save against death they are automatically blinded if they have less HD than the mal'akh.
A remove blindness/deafness spell does not replace the lost eyes or cure the blindness. A heal spell restores both the creature's eyes and its vision. Good-aligned outsiders or petitioners are immune to heaven's light.
This light counters and dispels any darkness, shining forth as if it weren't there.

Holy Shroud (Su): A hisromam resists detection, and is treated as if affected by a nondetection and undetectable alignment spell of a caster level equal to the hisromam's HD.

Inhabit (Su): A hisromam is capable of letting a tiny portion of its spirit inhabit a good-aligned creature that gives it leave. This ability will not function if the host is forced to allow inhabitation. Protection from evil does not hinder the hisromam from inhabiting as its host is perfectly willing. Physical harm to the inhabited creature does not harm the hisromam. The hisromam uses its own mental scores, but retains the host's physical scores. The hisromam has full access to the host's memories and can use any ability the host possesses.

The inhabited creature is affected as by a Heal spell if damage taken reduces it lower than 10 HP. If the inhabited creature is killed it is automatically affected as by a True Resurrection spell. The hisromam must gain its permission to reinhabit after its host is killed. It gains an aura of good as a cleric as the same level as the hisromam's HD. Natural weapons and all weapons it wields are considered good-aligned for the purpose of overcoming damage reduction.

The hisromam does not actually physically enter its host in any way. It can see simultaneously with its own perceptions as well as it's hosts eyes.

Pardoned From Perdition (Sp): A hisromam can resurrect a being once per day if their victim was non-evil and the celestial feels they deserve a second chance. The hisromam may resurrect the target even if the paradoned being does not wish to be resurrected or a pact was made between them and the fiend for their soul.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the hisromam. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 32). This aura can be dispelled, but the hisromam can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Spell-Like Abilities: Caster level 30th. Save DC's are Charisma-based and gain a +4 holy bonus.
At Will - *Attune Form, Blindness/Deafness (DC 23), *Demon Dirge (DC 23), Detect Thoughts (DC 23), *Devil Blight (DC 23), Modify Memory (DC 24)
6/day - Freedom of Movement, Probe Thoughts (DC 26), Shades, True Resurrection
3/day - Holy Aura (DC 28), Summon Monster IX
* From the Planar Handbook

Touch of Peace (Su): A hisromam can cause any being it touches to make a DC 32 will save be affected as by the Sleep spell, except they may choose which targets to affect and it has no HD limit. This is in addition to the Unmaking Touch ability. They may use this ability through any being they inhabit. The save DC is Charisma-based.

Twilight Summons: Any creature a hisromam summons also has the Shadow template applied to it (see Lords of Madness, p. 167).

Umbral (Ex): A hisromam is a living holy shadow, blending perfectly into any other shadow and vanishing in darkness, while appearing as a weak, unattached shadow in areas of full light. Evil creatures produce an area of shadow out to 60 feet, even in bright light, in regards to what a hisromam can hide within. Evil outsiders and tainted or vile creatures produce complete darkness to twice that distance. On evil aligned planes a hisromam is considered to be in continuous absolute darkness, though they can see perfectly clearly. A true-seeing spell only causes the caster to be exposed to their heaven's light, though even if they make the save the hisromam is still unseen as the light completely obscures them from view, granting total concealment.

Because of their shadowed existence they are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. They take only half damage from acid, electricity, and fire of all kinds. They can see in pitch darkness as if it were brightly lit, and can even see within areas of magical darkness except those produced by an Utterdark spell. Finally, they can move up walls, across ceilings, even along moving water without a reduction in speed and can slip between cracks or under doorways because of their two-dimensional nature.

Tongues (Su): A hisromam can speak with any creature that has a language, as though using a tongues spell (caster level 32). This ability is always active.

afroakuma
2008-09-24, 04:52 PM
Excellent.

The Vorpal Tribble
2008-09-24, 04:53 PM
Shekinah

http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/EarthAngel.png

The guardian angels of life fly so high as to be beyond our sight, but they are always looking down upon us. ~Jean Paul Richter

Unsized Outsider (angel, extraplanar, good, incorporeal)
Hit Dice: 48d8+480 (864 hp)
Initiative: +12
Speed: Fly 500 (perfect)
Armor Class: 66 (+20 deflection, +8 dex, +24 exalted), touch 66, flat-footed 58
Base Attack/Grapple: +48/+48
Attack: Incorporeal Touch +65 melee (unmaking touch)
Full Attack: Incorporeal Touch +65 melee (unmaking touch)
Space/Reach: 5 ft./100 ft.
Special Attacks: Godspoken, heaven's light, spell-like abilities, tears of god, unmaking touch
Special Qualities: Angel traits, chosen of heaven, damage reduction 30/epic and evil, go to the need, immunity to acid, cold, fear, fire, mind-affecting effects and petrification, incorporeal traits, mal'akh traits, outsider traits, resistance to electricity 20, spell resistance 46, tongues
Saves: Fort +38, Ref +40, Will +45
Abilities: Str -, Dex 27 (+8), Con 30 (+10), Int 28 (+9), Wis 45 (+17), Cha 50 (+20)
Skills: Concentration +61, Decipher Script +60, Diplomacy +71, Heal +68, Hide +59, Intimidate +71, Knowledge (any 6) +60, Listen +68, Search +60, Sense Motive +68, Spellcraft +60, Spot +68
Feats: Deflect Arrows, Empower Spell-like Ability (heavenly lightning storm), Flyby Attack, Ghostly Grasp (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ghostly_Grasp,LM), Great Fortitude, Improved Initiative, Intuitive Attack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intuitive_Attack,BE), Iron Will, Lightning Reflexes, Purify Spell-like Ability, Run, Transdimensional Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Spell,CD)
Epic Feats: Enhance Spell, Epic Devotion (good), Epic Reflexes, Exceptional Deflection, Tenacious Magic (nailed to the sky)
Environment: Any
Organization: Solitary
Challenge Rating: 36
Treasure: None
Alignment: Any good
Advancement: 49+ (unsized)
Level Adjustment: -

A shekinah often appears as a humanoid constructed out of milky marble, though its movements are anything but rigid and despite its sexless form has a distinct feminine feel. It appears to be of great stature, hundreds of feet tall at least, but its exact dimensions are almost impossible to observe. In backdrop to it is blazing colors and patterns of such blinding vividness that they threaten to overwhelm.

The shekinah are beings devoted to watching over entire worlds, guarding it from the greatest of dangers from space, and some say it is the approach of elder evils or beings of great power from other worlds. Others say they are more as guardians of evil already contained within the locales they watch over. Both are actually the case, along with their task of keeping an eye on the world as a whole and reporting back what they witness. Only in the rarest instances do they actually descend upon their planet, and then only to witness a world-shattering event or give a great blessing.

Combat
A shekinah is foremost a watcher and only moves into battle when the world as a whole is put in jeopardy, though will report many lesser deeds to other celestials, giving aid if it is still required. Usually then it will teleport down and use its unmaking touch if it cannot reason with its foe. If this is still not enough it may even unshield itself, blazing away its sight so as to make it more easily targeted with its spell-like abilities.

A shekinah's natural weapons, and any weapon it wields, is treated as being good-aligned, epic, and starmetal for the purpose of overcomingdamage reduction.

Breathless (Ex): A shekinah does not require breath and is perfectly comfortable underwater or in airless environs.

Foresight (Sp): A mal'akh is continuously affected as by a Foresight spell.

Godspoken (Ex): A mal'akh's voice, no matter what tongue it speaks, is so powerful that everything within a 100-foot cone is affected as by the Shatter spell (shatterable objects only, though magical objects of those materials can also be affected). All creatures in a 60-foot radius take 10d6 points of sonic damage and become temporarily deafened. A fortitude save halves this damage and the target is not deafened (DC 54). This deafness lasts until the victim heals its sonic damage or becomes the recipient of a cure blindness/deafness spell.

Great Awareness (Ex): Though a shekinah usually resides hundreds of miles above the surface they are capable of seeing all. There is no limit to how far they can see as long as they concentrate. They may even see straight through solid surfaces as x-ray vision except they are not obstructed by metals or stone. While looking through solid objects their sight is limited to five feet (in addition to the x-ray vision granted by the mal-akh type), though if they were to, for example, see into a cavern their sight would then work normally again. This vision is alike to blindsight and as such is not hindered by darkness. To find specific places they must know the exact location to look, though they can scan entire areas in the attempt.

Head of a Pin (Ex): A shekinah does not conceive of space and size as other creatures. They can appear hundreds of feet tall or almost smaller than can be seen but always remain the same 'size' if the word can even be applied. They gain no bonuses or penalties based on size, though they do gain a reach of 100 ft. As their size and exact distance is impossible to determine, even if those targeting them with a spell or attack withstands their heaven's light ability, they still suffer a 50% miss-chance. A second use True Seeing can negate the miss-chance, though they must succeed on a DC 54 will save or go insane for as long as they witness the shekinah and for 1d4 hours afterward. A being insane from seeing a shekinah's true form does not attack unless assaulted first. They are referred to as 'unsized'. The save DC is Charisma-based.

Heaven's Light (Ex): A shekinah is constantly illuminated by a light that exceeds that of the sun. Any creature that witnesses this light must succeed on a Fortitude save (DC 54) each round or become permanently blind as their eyes literally melt from their sockets. They usually use their invisibility, but if True Seeing, a Divination spell, or Clairsentient power is used to witness them those doing so must also succeed on a save.
Evil-aligned creatures exposed to this light must succeed on the save or die. Even if they make their save against death they are automatically blinded if they have less HD than the mal'akh.
A remove blindness/deafness spell does not replace the lost eyes or cure the blindness. A heal spell restores both the creature's eyes and its vision. Good-aligned outsiders or petitioners are immune to heaven's light.
This light counters and dispels any darkness, shining forth as if it weren't there.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the shekinah. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 48th). This aura can be dispelled, but the shekinah can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Spell-like Abilities: Caster level 40th. Save DC's are Charisma-based.
At Will - Analyze Dweomer (DC 36), Control Weather, Detect Aberration, Detect Undead, Greater Scrying (DC 37), Invoke the Cerlean Sign (DC 33), Overland Flight, Plant Growth, Sunbeam
3/day - *Heavenly Lightning Storm (DC 37), Soul Scry, Sympathy (DC 39), Teleportation Circle
1/day - Eclipse, Nailed to the Sky
* From the Book of Exalted Deeds.

Tears of God (Su): Each round that a shekinah is wounded its blood, bright as a ray of sunlight falls, causes the ground to split open as an Earthquake spell. If it strikes water it instead acts as the Waterspout spell (Stormwrack, p. 124). As well, all ground in the area of the earthquake becomes Hallowed, and all water in the area of a waterspout becomes holy water. If the hallowed area possesses an unhallowed area then an opposed caster level check is made. Caster level 40th. Save DC's are Fortitude-based.

Tongues (Su): A shekinah can speak with any creature that has a language, as though using a tongues spell (caster level 48th). This ability is always active.

The Vorpal Tribble
2008-09-24, 04:54 PM
<Reserved for a possible future mel'akh>

Mr.Bookworm
2008-09-24, 04:59 PM
Vewy, vewy cool.

Questions:

1) What's up with the unsized thing?

2) if it's a type, shouldn't these have the Mal'akh type?

3) Can you go into some more detail about the fluff?

afroakuma
2008-09-24, 05:02 PM
I think the unsized is that it's technically beyond colossal, but is incorporeal without being corporeal somewhere else, so having a size would mess with its stats. Also, due to the nature of it, the size is irrelevant as far as combat is concerned. Couple that with the fact that its size cannot be defined visually or spatially...

Unsized fits all. :smallbiggrin:

The Vorpal Tribble
2008-09-24, 05:09 PM
1) What's up with the unsized thing?
What afro said. He got it spot on.


2) if it's a type, shouldn't these have the Mal'akh type?
Well, it's not 'really' a type. The mal'akh type is like a good-aligned version of Abominations.


Can you go into some more detail about the fluff?
What would you like to hear more about?

Owrtho
2008-09-24, 05:16 PM
In truth such is their power that they must go always shielded from sight and silent as their mere presence can kill mortals. Often they will use a willing worshiper to communicate, gently using his body and mind to act as a speaker, always protecting it from harm.

Doesn't seem like they'd be particularly powerful (as in close to being a diety) if they can't even manage to control that. I'd almost think that becoming one of these would be a curse to all who don't take satisfaction in harming others. I mean, if they speak they destroy stuff around them, if they are seen they at best blind the person, and if they touch anyone they are unmade. Not particularly good for socializing and the like and seems to have a rather evil cast to it.

That aside, they seem neat. I particularlt like the idea of the Hisromam looking like a shadow of its diety.

Owrtho

Fako
2008-09-24, 05:22 PM
They look great, and I can see using Hisromam in my future campaigns to help the PCs in the lower planes...

One question though:

Inhabit (Ex): A hisromam is capable of letting a tiny portion of its spirit inhabit a good-aligned creature that gives it leave. This ability will not function if the host is forced to allow inhabitation. Protection from evil does not hinder the hisromam from inhabiting as its host is perfectly willing. Physical harm to the inhabited creature does not harm the hisromam. The hisromam uses its own mental scores, but retains the host's physical scores. The hisromam has full access to the host's memories and can use any ability the host possesses.

The inhabited creature is affected as by a Heal spell if damage taken reduces it lower than 10 HD. If the inhabited creature is killed it is automatically affected as by a True Resurrection spell. The hisromam must gain its permission to reinhabit after its host is killed. It gains an aura of good as a cleric as the same level as the hisromam's HD. Natural weapons and all weapons it wields are considered good-aligned for the purpose of overcoming damage reduction.

The hisromam does not actually physically enter its host in any way. It can see simultaneously with its own perceptions as well as it's hosts eyes.


It's probably just a typo, but why is a Good-aligned creature affected by Protection from Evil? Is it due to their shadowy nature?

The Vorpal Tribble
2008-09-24, 05:25 PM
Doesn't seem like they'd be particularly powerful (as in close to being a diety) if they can't even manage to control that. I'd almost think that becoming one of these would be a curse to all who don't take satisfaction in harming others. I mean, if they speak they destroy stuff around them, if they are seen they at best blind the person, and if they touch anyone they are unmade. Not particularly good for socializing and the like and seems to have a rather evil cast to it.
You're forgetting though that in general celestials try not to interfere in the lives of mortal beings. They protect them, they watch over them, maybe try to guide them, but for the most part leave them be.

Within the upper planes it's no big deal. No one is blinded, no one is killed, and they can be talked with just fine.

You need to keep in mind how powerful celestial creatures are supposed to be. That's why, such as with the Hisromam, they use the bodies of those who allow them to speak so they don't have to hurt anyone. It's like trying to walk through a field of wildflowers. If you don't want to hurt anything you have to be very, very careful, but you're not evil simply because you can't blow on one without knocking it over or walk amongst them without crushing a blossom.


It's probably just a typo, but why is a Good-aligned creature affected by Protection from Evil? Is it due to their shadowy nature?
Protection from evil protects against mind-affecting spells and possession, no matter the alignment of the one casting or possessing.

afroakuma
2008-09-24, 05:33 PM
Ever see Dogma?

I could totally see these being the natives of Chronias or suchlike. Operating through mortal agency makes a great deal of sense, to me.

Actually, the only thing I don't understand is why the gods would ever allow them to speak.

And yes, victory is mine!!!

SurlySeraph
2008-09-24, 05:43 PM
On the Hisromam's Inhabit ability, there's a clause saying "The inhabited creature is affected as by a Heal spell if damage taken reduces it lower than 10 HD." Did you mean 10 HP there?

Also, when a Hisromam uses Touch of Peace, does it automatically use Unmaking Touch as well?

Other than that, no questions. These are beautiful.

Owrtho
2008-09-24, 05:56 PM
You're forgetting though that in general celestials try not to interfere in the lives of mortal beings. They protect them, they watch over them, maybe try to guide them, but for the most part leave them be.

Within the upper planes it's no big deal. No one is blinded, no one is killed, and they can be talked with just fine.

You need to keep in mind how powerful celestial creatures are supposed to be. That's why, such as with the Hisromam, they use the bodies of those who allow them to speak so they don't have to hurt anyone. It's like trying to walk through a field of wildflowers. If you don't want to hurt anything you have to be very, very careful, but you're not evil simply because you can't blow on one without knocking it over or walk amongst them without crushing a blossom.

I suppose, but it seems to me that a creature of nigh godly powers could easily suppress such features to prevent harm to others (though I not particularly familiar with how gods and such work in DnD. Only time I've ever had a player choose an actual dnd god was when one of them wanted to be a talon of tiamat).

Owrtho

The Vorpal Tribble
2008-09-24, 06:16 PM
On the Hisromam's Inhabit ability, there's a clause saying "The inhabited creature is affected as by a Heal spell if damage taken reduces it lower than 10 HD." Did you mean 10 HP there?
Grr, fixed.


Also, when a Hisromam uses Touch of Peace, does it automatically use Unmaking Touch as well?
In its real form it does, but not while inhabiting another. Added that in.


Other than that, no questions. These are beautiful.
Thanks :smallcool:


I suppose, but it seems to me that a creature of nigh godly powers could easily suppress such features to prevent harm to others (though I not particularly familiar with how gods and such work in DnD. Only time I've ever had a player choose an actual dnd god was when one of them wanted to be a talon of tiamat).
There is suppression and then there is changing what you are. It's like saying a being of antimatter should be able to 'suppress' the fact that touching something not of antimatter will cause a great explosion.

They can guard others against their natural selves, hide them, or get around them, which these angels do, but they can't 'suppress' what they are any more than you can 'suppress' that you are carbon based.

If you notice I didn't make most of what they can do supernatural.

Mr.Bookworm
2008-09-24, 06:35 PM
What afro said. He got it spot on.

Ah. I missed Head of a Pin.


What would you like to hear more about?

It would be interesting to see an example of how they work for gods, and just general background stuff. What they do, how they come to be, etc.

EDIT: Also, Vorpal, do you think you could someday do a full-blown guide to how you homebrew stuff, and the process behind that? It seems like every other day, you have something cool up here.

afroakuma
2008-09-24, 07:05 PM
I can already see some uses for them;

As creatures with divine rank 0, they operate for the gods when/where the gods cannot. For example, giving aid to a mortal in the Abyss, or watching over worshippers in the city of the enemy. Where a full proxy or avatar would result in spiritual war, a mal'akh may be more tolerable.

Mr.Bookworm
2008-09-24, 07:10 PM
I can already see some uses for them;

As creatures with divine rank 0, they operate for the gods when/where the gods cannot. For example, giving aid to a mortal in the Abyss, or watching over worshippers in the city of the enemy. Where a full proxy or avatar would result in spiritual war, a mal'akh may be more tolerable.

Makes sense.

Hm...

These actually remind me a lot of the exarchs from 4e. Beings who serve gods, but are unique individuals that are nearly godlike in their own right.

Also, are you planning on making an evil version, for evil gods?

And generally, how many of these would a god have under his command?

Krimm_Blackleaf
2008-09-24, 07:41 PM
The Sinspliced (http://www.giantitp.com/forums/showthread.php?t=83367) stared down at the creatures the Vorpal Tribble had forged from thought and feeling, the Tribble having called them the Seven Heavenly Virtues (http://www.giantitp.com/forums/showthread.php?t=90500). For a time all the deadly sins could do was laugh, for these virtues were as weak to them as a newborn child.
The Vorpal Tribble then called forth and said, "These are my creations, the Mal'akh." The sins looks up at the light the produced that seared their flesh and could say no more than "...Oh bugger."


Nice job, very epic.:smallbiggrin:

Zeta Kai
2008-09-24, 10:37 PM
VT, your ability to craft intelligent epic monsters leaves me in awe. And livid with envy. :smallwink:

Also, the shekinah's ability Head of a Pin mentions the hisromam.

DracoDei
2008-09-25, 09:40 AM
You rock, these rock, yadda, yadda, yadda.
Edit: Have now read both.
I think you forgot to max the hp on both of them like the type description says.With the first one, the fact that you only explain how it can be a shadow and also brighter than the sun toward the end leaves the reader puzzled for most of the entry.
With the second the bit about needing two True Seeings seems a bit garbled, if that is even what you meant.

The Vorpal Tribble
2008-09-25, 10:33 AM
EDIT: Also, Vorpal, do you think you could someday do a full-blown guide to how you homebrew stuff, and the process behind that? It seems like every other day, you have something cool up here.
Well, I do have a guide to monster making around here somewhere. Its somewhere in the stickies.

Here we go:
3.5 Monster Making (http://www.giantitp.com/forums/showthread.php?t=43009)

Other than that... I just get an idea in my head and fiddle with it til it feels right. That's pretty much it.


Also, are you planning on making an evil version, for evil gods?
Already are, they're called Abominations:
http://dndsrd.net/epicMonsters.html#ABOMINATION


"...Oh bugger."
Nothing like a demon lord messing his human-skin pants.


I think you forgot to max the hp on both of them like the type description says.
D'oh.


With the first one, the fact that you only explain how it can be a shadow and also brighter than the sun toward the end leaves the reader puzzled for most of the entry.
Its a being of shadow... but even the shadow of a deity is brighter than can be imagined.

It normally only show itself as a standard shadow but you true see it and you get an eyeful of what it is for real and true.


With the second the bit about needing two True Seeings seems a bit garbled, if that is even what you meant.
First true seeing lets you see through the invisibility. The second lets you see where they really are. Basically they have levels of protection you have to pierce one by one.

Stycotl
2008-09-26, 01:51 PM
as far as a counterpart to abominations: very cool. i especially like the penumbral angel; it has some very cool flavor.

good job. aaron out.