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Thread: Archangel

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    Archangel
    Size/Type: Large Outsider (Angel, Extraplanar, Good)
    Hit Dice: 70d8+1960 (2275 hp)
    Initiative: +14 dex (never surprised or flat-footed)
    Speed: 50 ft. (10 squares), fly 1 mile/1500 miles (perfect)
    Armor Class: 123 (-1 size, +14 Dex, +49 natural/deflection, +28 wisdom, +14 armor, +7 shield, +2 insight), touch 102
    Base Attack/Grapple: +70/+105
    Attack: Sword of Judgement +111 melee touch (2d6+41 plus disintegration, ignores magical protections and damage reduction, 19-20/2x)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities, spells, see below
    Special Qualities: damage reduction 21/evil artifact, darkvision 60 ft., low-light vision, immunity to all energy types, death effects, negative energy, energy drain, ability damage, ability drain, fatigue, exhaustion, and form-altering attacks, protective aura, regeneration 21, spell resistance 77, auto-reflect targeted spells ranged touch attacks and ranged attacks, evasion, freedom of movement, see below
    Saves: Fort +68, Ref +54, Will +68 (rerolls 1s)
    Abilities: Str 73, Dex 39, Con 66, Int 54, Wis 66, Cha 58
    Skills: 23 skills maxed at 73 ranks (practically all of them)
    Feats: Improved Initiative, Combat Expertise, Improved Combat Expertise, Combat Reflexes, Dodge, Mobility, Elusive Target, Bonus Words of Creation, Improved Counterspell, Silent Spell, Still Spell, Heighten Spell, Reactive Counterspell, Quicken Spell
    Epic Feats: Epic Spellcasting, Improved Heighten Spell, Epic Counterspell, ISC 5x, bonus ISC 7x, Innate Magic: Quickened Miracle, Multispell 2, Bonus Permanent Emanation: Blinding Glory
    Environment: Any good-aligned plane
    Organization: Solitary or Host [7 archangels and 343 (7x7x7) solars]
    Challenge Rating: 49
    Alignment: Always awesome good (any)
    Items: Celestial Might; no items, double XP if slain


    An Archangel's natural weapons, as well as any weapons he or she wields, are treated as good-aligned artifacts for the purpose of overcoming damage reduction.
    An Archangel's supernatural and spell-like abilities are considered Epic for all purposes. DCs are wisdom-based for supernatural abilities and spells, charisma-based for spell-like abilities. Caster level equal to HD for supernatural and spell-like, equal to CR-2 for spells.

    Angelic Host (Su)
    An archangel can infuse mortal, nonepic creatures with his or her might, empowering them to act as agents of good in places the Archangel herself may not venture. By spending seven rounds concentrating and speaking the name (or otherwise unambiguously designating) the host, the host's strength, dexterity and charisma scores are replaced by the Archangel's scores unless they are higher; this increase applies to final scores, not base scores. All derived stats increase accordingly. In addition, the mortal benefits from the Archangel's protective aura and may employ the abilities under the Archangel's "Light of Creation" ability as spell-like abilities at a caster level equal to his HD.
    An Archangel can empower up to seven mortals in this way and can withhold the invested power at any time as a free action.

    Aura of Warding (Su)
    Like lesser angels, an Archangel radiates a powerful aura. This aura counts as a double-strength circle vs evil and a greater globe of invulnerability, defending against up to 5th level spells. It extends up to 70 feet from the Archangel and it never benefits evil creatures.

    Regeneration (Ex)
    An Archangel takes normal damage from evil-aligned artifacts and the natural attacks of evil deities, and from epic spells with the evil descriptor.

    Spells (Sp)
    An Archangel casts as a 47th level spellcaster with the ISC feat as bonus feat seven times. Archangels usually cast as favored souls but other classes are not unheard of.

    Sevenfold Gaze (Su)
    Legends say that archangels have seven eyes-or seven pairs or eyes-usually one per wing and an additional one at the head. And while legends are not always right, they almost always contain a kernel or truth; archangels do have visual capabilities far exceeding that of most mortals;
    Piercing Gaze: An archangel's vision sees through material objects as per X-ray vision and shatters all illusions as per the purge illusions spell. The range of both vision types is 77 squares (385 feet)
    Glimpse into the Future: An archangel benefits from Foresight at all times.
    Gaze into the Past: Archangels can see and hear into the past as per a rapid Hindsight spell; to use this ability an Archangel must concentrate for 1 minute.
    Farseer: An Archangel can observe creatures from afar as per the Metafaculty power; very few creatures can escape his gaze.
    See the Supernatural: Archangel's can see and automatically understand the nature and purpose of all spells and magical effects within 240 feet, as per a widened greater arcane sight.
    Gaze to the Soul: Archangels can see the alignment of nearby creatures, whether said creatures are lying as well as what they are thinking as per Sacred Sight, Mass Discern Lies and Mass Detect Thoughts. Creatures are entitled to will saves to resist having their thoughts read or their lies detected.
    Glimpse True Knowledge: Archangels can benefit from Contact other Plane, only they receive the answer to their question in a vision. The vision never lies; if you roll for a lie in the CoP table, treat it as a don't know result.

    Light of Heaven (Sp)
    Archangels radiate the power and glory of the Heavens and may employ that power to perform several effects:
    They are continiously surrounded by a Blinding Glory effect with a radius of 7000 feet. Due to their Permanent Emanation feat, they can shut down or reactivate this effect as a free action.
    They can create barriers of solid light to block or entrap creatures. These function as the Wall of Force and Forcecage spells only they have the light descriptor instead of the force descriptor.
    They can attack their enemies with blasts of radiance or constructs of light as per the Radiant Assault, Sunburst and Crushing Hand spells-all effects have the light descriptors instead of their normal descriptors.

    Wings of Celestia (Ex)
    Archangels are often depicted as having three pairs of wings, one concealing their feet, one concealing their head and one with which they fly. While archangels don't necessarily have six wings-and some don't have wings at all-they do have abilities that inspired those drawings;
    An archangel using one pair of "wings" for flying flies at a speed of 1 mile per round, as per cloud charriot and can shift to the Ethereal as per Greater Blink.
    An archangel may use his/her other four "wings" to cover their body and protect it from attack as per the wings of cover spell.
    An archangel may use all six "wings" as a standard action to transport itself 1500 miles, similarly to a teleport spell. Unlike a teleport spell, the Archangel is still crossing the intervening distance at the speed of thought and while she can bypass physical barriers by going Ethereal, certain wards can still bar her passage.

    Words of Creation (Su)
    Archangels can speak the Words of Creation, as the feat. In addition, they can use those Words to create the following supernatural effects. They don't need to make truespeak checks;
    Breath of Recovery, Greater Word of Nurturing, Ward of Peace, Thwart the Traveler, Anger of the Sleeping Earth, Conjunctive Gate, Deny Passage

    Celestial Might (Su)
    While Archangels don't have treasure as mortal creatures do, their power does manifest as abilities that mimick magic items or spells; such powers are an extension of themselves, rather than actual items and can't be stolen, sundered or otherwise removed-and they vanish should the Archangel be slain. DMs should give PCs double XP for defeating an Archangel instead of the normal treasure for that encounter.
    While Archangels can and do have varying manifestations of their celestial powers and may alter those manifestations by meditating for seven days, the most typical set is detailed below:

    Sword of Judgement: Archangels typically wield a +10 speed longsword of ruin. The sword also functions similarly to a Black Blade of Disaster (including the "ignore protections" part), only it does light damage instead of disintegration damage. It appears as a seven-foot bolt of blinding light or holy fire they wield with their right hand.
    Shield of the Archons: Archangels typically wield a +3 tower shield of exceptional, infinite arrow deflection and great reflection. The shield usually appears as a halo of blinding light brighter than the sun instead of a physical object.
    Armor of the Heavens: Archangels are sheathed in a cloak of heavenly fire that functions like armor-and sometimes even appears as one; it functions as a +5 soulfire, transmutation proof, empyreal, heavenly impervious vestment, a monk's belt and a starmantle cloak with the added benefit of a continuously active sheltered vitality effect.
    Power of the Illuminated Heaven: Archangels have a +5 inherent bonus to all ability scores plus a further +14 enhancement bonus to all ability scores. These bonuses are included in the stats above.
    Blessing of the Illuminated Heaven: Archangels are immune to all types of energy damage (as per a ring of universal energy immunity), have evasion and freedom of movement (as per the rings of those names), their natural armor counts as deflection (as per scinctillating scales) and benefit from a +14 resistance bonus to all saving throws. They automatically reroll all 1s as if benefiting from a luckblade at all times.
    Last edited by Belial_the_Leveler; 2009-07-07 at 04:34 PM.


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    Default Re: Archangel

    very, very cool. *thumbs up*


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    Default Re: Archangel

    It turns out the attack bonus was wrong. Base should have been +70, not +49.

    I'll do feats and skills in a couple of hours. Searching for possible playtesters.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

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    Quote Originally Posted by Belial_the_Leveler View Post
    It turns out the attack bonus was wrong. Base should have been +70, not +49.

    I'll do feats and skills in a couple of hours. Searching for possible playtesters.
    People to fight against THAT thing?

    Do Epic Levels even go that high?

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    Default Re: Archangel

    Since we have creatures up to CR 57 in the ELH (which are seriously over-CRed by the way), WotC assumed that some crazy guys would end up playing at those levels.

    As for me, I've both played and playtested stuff up cr 70.


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    There are weaker gods.

    I purpose that we send a Host of these into Hell and call it a day.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

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    Quote Originally Posted by The Mentalist View Post
    There are weaker gods.

    I purpose that we send a Host of these into Hell and call it a day.
    Only... There should be one...
    Last edited by Hannes; 2009-07-07 at 02:30 PM.
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    Default Re: Archangel

    Do I see a few familiar Truenaming abilities in there?

    Nice job, anyway.

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    Yeah, there is only one Host for every world, not many. As for its power level, it is comparable to advanced Dragons and Elder Titans of similar CR. The dragons are just a bit lower, the Elder Titans of similar CR a bit higher.

    Also, I'm thinking of entering the latest competition for Epic creatures with this. What do you think?


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    1. FREAKIN' AWESOME!!! Lovin' it. Also, I really dig that picture of Tyrael.

    2. Enter it into said contest, I bet it'll go far.

    3. Out of curiosity, are you doing a "Prime Evil" or some other evil beastie to match the Archangel here?

    4. Also out of curiosity, what do your characters in an ECL 70 game look like? Do you have a sheet you could show us? I'm curious what a game of that level plays like.

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    To enter into the contest I must write a poem or epic about the creature. I suck at poetry and I'm not sure copy-pasting already existing hymns counts.


    As for a Prime Evil, I'm making Nyx the Primordial. She's not from the Diablo universe-she's one of the four Primordial powers in the Olympian mythology. She's the sister of Earth, Uranus and Erebus, mother of Aether (air), Hemera (day), Momus (blame), Ponos (toil), Moros (fate), Thanatos (death), Hypnos (sleep), Charon (the ferryman of Hades), the Oneiroi (dreams), the Hesperides, the Keres and Fates, Nemesis (retribution), Apate (deception), Philotes (friendship), Geras (age), and Eris (strife).

    So yeah, the's pretty damn terrifying and I'm trying to make her look it.


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    Quote Originally Posted by Belial_the_Leveler View Post
    To enter into the contest I must write a poem or epic about the creature. I suck at poetry and I'm not sure copy-pasting already existing hymns counts.


    As for a Prime Evil, I'm making Nyx the Primordial. She's not from the Diablo universe-she's one of the four Primordial powers in the Olympian mythology. She's the sister of Earth, Uranus and Erebus, mother of Aether (air), Hemera (day), Momus (blame), Ponos (toil), Moros (fate), Thanatos (death), Hypnos (sleep), Charon (the ferryman of Hades), the Oneiroi (dreams), the Hesperides, the Keres and Fates, Nemesis (retribution), Apate (deception), Philotes (friendship), Geras (age), and Eris (strife).

    So yeah, the's pretty damn terrifying and I'm trying to make her look it.
    Ah, Nyx. I know of her, thought not amazingly well. Post that when you finish it (if you feel so inclined), since your epic work is always a wonder and a joy to behold.

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    Weird, the picture is from a Turkish website.

    What's with people getting pictures hosted on Turkish websites lately?
    I use black for sarcasm.


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    Default Re: Archangel

    I would give this Divine Rank 0 or even 1. Abominations all get to be demigods, I think an archangel should be too.

    Of course, level 40 spellcasting is like being a god anyway.

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    Quote Originally Posted by The Rose Dragon View Post
    Weird, the picture is from a Turkish website.

    What's with people getting pictures hosted on Turkish websites lately?
    The reasons involved are highly byzantine. *hides*


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    While technically not a deity (a requirement for the contest) he has most the immunities of a demigod already. Only thing missing is immunity to dispel magic.


    The reasons involved are highly byzantine.
    Just good diplomacy. I'm Greek.
    Last edited by Belial_the_Leveler; 2009-07-07 at 03:43 PM.


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    It was a pun. *flees*


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    Quote Originally Posted by AstralFire View Post
    It was a pun. *flees*
    I was thinking it was a pun, but wasn't sure, so I didn't post going "did you intend that horrible, horrible pun?"

    Shoulda posted. *sigh*
    Last edited by arguskos; 2009-07-07 at 03:48 PM.

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    *facepalm*


    I keep forgetting stuff. Now added the protective aura-is was missing


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    Default Re: Archangel

    Since the sword is a manufactured weapon (I assume), it should get 4 attacks per round as a full-attack(as per a Epic Level fighter) not 1. Unless you are having their sword count as a natural weapon and thus limiting it in that one respect.

    Double check the wording of the aura of Core angels, I think you have the Greater Globe of Invulnerability effect filtering out beneficial spells as well as harmful ones when their lesser counterparts don't have that problem.
    Last edited by DracoDei; 2009-07-07 at 04:08 PM.
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    Default Re: Archangel

    It is neither a manufactured weapon nor a natural attack; it is a supernatural ability that attacks as a weapon. It should get additional attacks though-just one of the things I haven't fixed.

    EDIT:
    Did feats and corrected alignment. Spell slots still on the to-do list.
    Last edited by Belial_the_Leveler; 2009-07-07 at 04:37 PM.


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    I'm sure Tippy can kill it with a level 20 Wizard/Incantatrix somehow.

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    Default Re: Archangel

    So... you're looking for playtesters?

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    Default Re: Archangel

    Yes, looking for testers.

    The creature build is basically a Solar, advanced by the only epic progression that is any good (dragon) for stats. Instead of SLAs it has some special abilities plus appropriate items for its level.

    What I am not sure of is how much impact to its CR would the special abilities have.
    Last edited by Belial_the_Leveler; 2009-07-07 at 06:54 PM.


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    Default Re: Archangel

    Well, give me some numbers, and I'll try to cook up a character. I'm assuming you'll want to recruit a party, rather than one vs. one.

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    Default Re: Archangel

    Actually, I've an idea. I'll try to forget all the stats I've just seen. You might want to start a recruiting thread and not show off your new creation. That way, the PCs won't metagame knowledge of how to beat the thing (although, I'll admit that--without metagame knowledge--it's probably indestructible, since it'd take about 2 dozen rounds to figure out what it's vulnerable to...)

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    Yeah, party needed. Best test for a creature is the BBEG test-party of 5 that is 4 levels lower. If the creature dies easily, it is over CRed. If it dies very hard, taking all of the party's resources to do it plus good tactics, it is fine. If it curbstomps them, it is either too strong or they didn't use good tactics.

    So characters should be 45th level, standard race , appropriate treasure, 32 point buy, reasonable optimisation (strong choices are OK. using stuff to take abilities you are not supposed to have is not)

    House rules:
    1) No epic spells on either side.
    2) Nothing stacks with itself.
    3) No antimagic.
    4) You can't use dragon magazine or campaign-specific classes and spells.
    5) No intelligent items.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

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    Default Re: Archangel

    Multiclass penalties or alignment restrictions (aka a chaotic paladin or lawful barbarian?)

    I'm trying to make up my mind about going the caster route (those saves are insane) or monk/fighter or monk/barbarian.

    EDIT: Okay, I was looking at how to build a caster to affect your monster, but those saves are out of reach, as far as I can tell. ISC up to level 20 spells, plus 10. Even if I could build a +30 charisma, that's still under your monster's +60 to saves...

    So now the question becomes, how to reach +120 on attacks...


    EDIT EDIT: I know you're a fan of taking level dips for things like a double charisma bonus to AC. I'm guessing that's disallowed for this test?

    EDIT EDIT EDIT: Any house rules regarding monks?
    Last edited by Barbarian MD; 2009-07-07 at 07:36 PM.

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    Default Re: Archangel

    Quote Originally Posted by Belial_the_Leveler View Post
    To enter into the contest I must write a poem or epic about the creature. I suck at poetry and I'm not sure copy-pasting already existing hymns counts.
    Double points for epic poems? I hope you can get an epic written then, since this really should be submitted. I don't often read homebrew monsters (mostly because I don't trust myself to know much about balance) but I love the flavor of powerful divine warrior-angels, and you did a great job with it.
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    Hate to say it, but I have a character I built a long time ago (as a way to ruin my pc's lives should they be foolish enough to attack random npcs, they were all drow characters :D ) that could take him IF he can get him in melee. it isn't SRD of course, but there's a really good rulset for Highlander Immortals out there, using these I made a lvl 39 character, 20 ranger 19 fighter. he was a 1500 year old Highlander, and one of their special Immortla Powers let them use their Quickening to beef up their stats, and spend more Points to maintain it. Thing is, he had enough points that for 1 round, he could increase his strength by over 300 points. He has perfect two wepaon fighting. Even with this guy having high DR, 8 attacks at MINIMUM damage of 150 each (with +150 to hit, as well) would cut this guy's health in half in one round. Now, a small party of Immortals of similar power could bring this guy down in a single round.

    Oh, and that was just MY character that a made. Had my (then)girlfriend co-DMing and made up a character for her that was 22 paladin/20 fighter, my ranger's mentor. Again, requires getting in melee range, but if they could, this guy might go under.

    (Disclaimer: Requires intense useage of now-Wizards supplement. Exposure to Highlanders should be limited, possible side affects include god-moding, arrogance, stupidity, and head loss. Consult your Game Master before taking Highlanders).
    Last edited by Ouranos; 2009-07-07 at 09:56 PM.
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