Angel (planetar/solar)
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HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+0 | +2 |Celestial body, Celestial blood, Heaven miracle (Detect evil)
2|+1 |+ 0|+0 | +3 |Angel, Celestial skin, Continual flame
3|+ 1|+ 1|+ 1| +3 |Invisibility
4|+ 2|+ 1|+1 | +4 |Detect snares and pits, See invisibility, Wings
5|+ 2|+ 1|+ 1| +4 |Lesser Protective aura, regeneration
6|+ 3|+ 2|+2 | +5 |Discern lies, holy smite
7|+ 3|+ 2|+2 | + 5|Greater protective aura
8|+ 4|+ 2|+2 | +6 |Polymorph
9|+ 4|+ 3|+ 3| +6 |True seeing
10|+5 |+ 3|+3 | +7 |Growth of mind/body
11|+ 5| + 3|+ 3| +7 |Waves of fatigue
12|+ 6|+ 4|+4 | +8 |+1 Str, +1 Wis, +1 Cha
13|+ 6|+ 4|+4 | +8 |+1 Str, +1Wis, +1 Cha, greater teleport
14|+ 7|+ 4|+4 | +9 |Earthquake
15|+ 7|+5 |+ 5| +9 | Power word stun
16|+ 8|+ 5|+ 5| +10 |Mass charm monster
17|+8 |+ 5|+5 | +10| Prismatic spray, Power Word blind
18|+ 9|+ 6|+ 6| +11 |Power Word Kill, Waves of Exhaustion
19|+ 9|+ 6|+6 | +11 |Imprisonment
20|+ 10|+ 6|+6| +12 |Judgement arrows.
21|+ 11|+ 6|+6 | +12|Solar
22|+ 11|+7 |+ 7| +13|Permanency
23|+ 12|+ 7|+ 7| +13 |Wish
[/table]
Skills:2+int modifier per level, quadruple at 1st level, class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proefeciencies: simple weapons, two martial weapons of it's choice, slam attacks.
Features:
Celestial body:The angel loses all other racial bonus and gains outsider traits(basicaly darkvision 60 foot). He is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has his hands free.
Celestial blood: The angel casts spells as if it was a cleric of the same angel level. It must either choose a deity and it's domains or pick two from War, Good, Air, Destruction, Law. If he multiclasses as a cleric angel levels and cleric levels stack for determining his spellcasting ability, but he doesn't get any extra domains. It does get turn undead, but angel levels don't stack with that ability.
Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in his own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on his own turn).
Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.
Detect evil: Always active.
Angel: The angel gains low light vision, resistance to petrification, acid, cold, and a bonus on saves against poison equal to it's HD and resistance to fire and electrecity equal to half it's HD.
In adition it gains the good subtypes and his natural attacks and any weapon it wields count as good aligned for bypassing DR.
Celestial skin:The angel gains DR/evil equal to half it's HD and SR equal to 11+HD.
Continual flame: SLA 1/day for each 2HD, if the component cost is not paid then only lasts 1 minute per HD.
Invisibility:SLA 1/day for each 2HD
Detect snares and pits:Always active.
See invisibility:SLA 1/day for each 2HD.
Wings:The angel becomes able to fly at a speed of 5 foot for each 2HD it has, with good maneuverability.
Lesser Protective aura:Always active, as magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is +4.
Regeneration: 1 for each 5HD, bypassed by evil attacks, effects and spells.
Discern lies: always active.
Holy smite:SLA 1/day for each 2HD.
Greater protective aura:Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel.
Polymorph:1/day for each 5HD, self only.
True seeing:1/day for each 4HD.
Growth of mind/body:The angel grows one size category. In alternative, the angel may choose to gain a permanent +1 to Wis and Cha.
Waves of Fatigue: 1/day for each 5HD it has.
Ability increase: At levels 12, 13, the angel gains +1 to Str, Wis and Cha.
greater teleport: sla 1/day for each 4HD.
Earthquake:SLA 1/day for each 10 HD it has.
Power word stun:SLA 1/day for each 5 HD it has
Mass charm monster:SLA 1/day for each 5 HD it has.
Prismatic spray:SLA 1/day for each 10 HD it has
Power Word blind:SLA 1/day for each 5HD it has
Power Word Kill:SLA 1/day for each 10 HD it has
Waves of Exhaustion: SLA 1/day for each 10 HD it has
Imprisonment: SLA 1/day for each 10 HD it has.
Judgement arrows.:Whenever the solar fires an arrow, he can imbue it with the slaying property as a free action. He can use this ability a number of times per day equal to his Wis modifier.
Solar:The angel's DR upgrades to DR/epic and evil. Any melee weapon wielded by the angel can be given the dancing property by the angel as a free action, wich lasts while it is holded by the angel or dancing. Only one dancing weapon at a time.
Permanency:SLA 1/day for each 20HD.
Wish: SLA 1/day for each 20HD. If the angel uses it to create a permanent lasting effect (like creating/improving an item, or increasing an ability score), he must pay the full exp cost.
Comments
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First of all, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.
Now, the angel is a full spellcaster. Point. Then it gets wings, growth, a couple of ability bonus and several SLAs and constant buffs. I left out the SLAs present on the cleric spell list because of redudancy, but it's still probably the strongest monster class I designed so far because he's a damn fullcaster.
In return, the angel has one less good save, no racial bonus and no turn undead. It also doesn't get neither armor proefeciencies or natural armor, altough that can be partialy solved with a quick cleric dip. Greatsword proefeciency is mainly because solars and planetars seem to have some obession with big swords. Also longbow.
The best comparison I can think off is the archivist, who can learn pretty much every spell out there. The angel has more limited choices (wich is still a lot when you have the base cleric spells), in particular because it can't cherry pick domains willy-nilly, but in return gets some permanent buffs like flying, growth, DR, ect. Minor globe of invulnerability to allies may prove specialy usefull. Hopefully this, combined with the weak saves, skills and BAB shall keep the angel from being stronger than the archivist, and more or less at the same power level of the cleric.
Since he's a true fullcaster, he doesn't get permanent see invisibility and true seeing like the Balor and Erinyes, but can still use them some times per day whitout paying costs.
Despite his weak Bab, the cleric list is full of powerfull self-buffs, allowing the angel to jump into melee with some preparation. Or cleric dip for turn undead and DMM. A pathetic concentration skill makes for much harder casting in melee tough.
So, if you want to play a cleric who trades saves for becoming more celestial-like and some flavourfull and usefull SLAs, the angel is for you.