View Full Version : "We Are The Angelus, We Are The Light" (3.5 Prc, PEACHing much appreciated)

2012-05-22, 09:39 AM
Part two in my Artifacts project; The Angelus. Enjoy and PEACH please :smallsmile:

Host of the Angelus


“We are the Angelus. We are the light.” - The Angelus

In the beginning, there was Darkness and then God said, “Let there be Light.” And there was Light and it was good. And the The Darkness resented it. And so, in a time before time, an eternal war between Light and Dark began.

Standing in opposition to the chaos represented by a world of Darkness, the totalitarian order and purity represented by the primal force of Light known as the Angelus burns away all life. Just as the Darkness possesses a human host in order to exert its will over the Earth, so does the Angelus assimilate a human body as a vessel with which to concentrate the focus of her power. Unlike the Darkness, however, the Angelus Force may choose or reject a host at her own discretion, generally preferring a female bearer to dominate.

Offended by the ambition of her individual hosts yet attracted to their strong wills, the Angelus is highly discriminating over whom she will possess.

Much like the Darkness conjures Darklings to serve his bidding, the Angelus creates an army of Angelus Warriors. Unlike the Darklings, however, the Angelus Warriors do not disappear in the absence of their leader. The Angelus often promotes her most favoured of her creations to Lieutenant.

Over the millennia, however, the mission against the Darkness has blinded the Angelus to the costs of her potential victory. Whereas the Darkness glorifies human decadence, encouraging the darkest fantasies of its host to manifest itself, the Angelus disregards the world of her vessels. But if human imperfection is not permitted to exist, where will the Angelus turn to find a host?

Hit dice: D8 per level

Sex: Female
BAB: +5
Feats: Iron Will
Special: Must have been selected by the spirit of the Angelus and possessed.

Class skills: Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Heal (Wis), Jump (Str), Knowledge (The planes/ Religion/ Arcana) (Int), Sense motive (Wis)

Skill Points per level: 4+Int modifier.

Becoming The Angelus

There are two ways to to become a Host of the Angelus, the first is to be selected by the disembodied spirit of The Angelus whilst she is without a host (This option is hereby solely by the choice of the DM.) The Second way is to perform the Ritual of the Light, an ancient rite known only to scholars of old and lost knowledge (Knowledge Religion Dc 25 to know of the ritual). However, just performing the ritual is not enough to bind the spirit of the Angelus, as she must find you worthy to host her power, to continue her crusade. Most Hosts were once Paladin's or Clerics, but many were once fighters or even monks.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+0|+0|+2|+2|Law of the Crusade, Wings of the Angelus, Radiance, Dark Anathema Battle of wills

2nd|+1|+0|+3|+3|Summon Angelus warriors, Light constructs

3rd|+2|+1|+3|+3|Improved Wings of the Angelus

4th|+3|+1|+4|+4|Radiant armour, Blade of Righteousness

5th|+3|+1|+4|+4|Improved Angelus warriors, Judging light

6th|+4|+2|+5|+5|Improved Light constructs, Speed of light.

7th|+5|+2|+5|+5|Cleansing flames

8th|+6/+1|+2|+6|+6|Summon Angelus General

9th|+6/+1|+3|+6|+6|Mastered Light constructs

10th|+7/+2|+3|+7|+7|Angelic Apotheosis


Weapon and Armour Proficiency: An Angelus Host is Proficient with all martial and simple weapons as well as light armour and all shields with the exception of tower shields.

Law of the Crusade: The Angelus is driven to seek out and destroy The Darkness in all forms; however the Angelus is not past working with evil characters for the greater good. Upon taking the first level of the class the Host gains the Lawful Subtype and her alignment changes to Lawful Good. The Host is bound by the orders of the Angelus to hunt and destroy The Darkness at any cost; she will commit acts of great evil herself or assist evil creatures so long as the eventual outcome will be a diminishing of the Darkness.

Wings of the Angelus (Su): The Host grows a pair of beautiful wings from their back allowing them the ability to fly at great speeds. This gives the Host a fly speed equal to two times her base land speed with good manoeuvrability. At third level, the speed increases to three times her base speed.

Radiance (Su): he Host is surrounded with a constant aura of light, producing light equal to that of a torch around her. This light can be dispelled with a dispel check, with the Host's HD equaling their effective caster level, even if dispelled, the Host may reactivate the Radiance as a swift action. At third level the host can spend a move action to increase the light to that of a lantern for one round per class level. At 6th level the Host can spend an attack action to increase the light to that of a camp-fire for 1 round for per class level and at 9th level the host can spend a full attack action to increase the light to that act as natural sunlight for 2 rounds. Radiance abilities act as a light spell with caster level equalling the Host's Hit-dice

Dark Anathema (Su): The Darkness is the Natural enemy of the Angelus, and in the absence of light the Angelus grows weak, sapped of her power. If the host enters a heavily darkened area (defined as granting 50% cover from darkness) she begins to grow weak, suffering a cumulative -2 penalty to AC, attack and damage rolls as well as skill checks and saves every round she remains in the darkness, this penalty caps at -10.

Battle of wills: The Angelus requires a human host to act through in the corporeal world. However, the Angelus entity can forms a symbiotic bond with its host and take complete control over its mind and body, allowing it no free will of its own. Since the Angelus is a force of light and order, it then seeks to destroy anything that is dark and chaotic, while disregarding mortal rules and laws. To represent this struggle for free will, upon taking a level of this class or if a Host performs an act that contrasts with the Law of the Crusade (Usually achieved by performing an act that would aid the darkness.) they must pass a Will check of DC 10 +Half the characters hit dice. If they fail this check, The Angelus takes full control of the Host's body and mind. The Character must then immediately cease all actions that do not directly aid in the destruction of the Darkness, severing all mortal and immortal contact if they do not also seek the destruction of The Darkness. Finally, the Angelus has become an avatar of her own rage, ruthlessly punishing those who anger her with death, by this rule, any character that offends, fails or openly conspires against The Angelus must be attacked on sight by The Host.

Summon Angelus Warriors (Sp): Like the Darkness, one of The Angelus's most powerful abilities is to summon forth a cadre of ethereal, winged warriors who serve the primal force of light. As a move action, The Angelus may summon forth a an Angelus warrior. The Angelus cannot have more HD of Angelus warriors summoned at any one time than 3x her class levels. No one Angelus warrior can possess more HD than the Host has Host class levels. A warrior begins with 4 outsider levels (As noted in Racial traits), at this level, no warrior may be advanced past their starting levels.

Angelus warrior Racial traits:


+4 Str, +4 Con, +2 Cha: The Anglus's warrior caste are strong, hardy beings with a strong sense of self.
An Angelus warriors base speed is 40ft, they also have a fly speed of 80ft (Good).
An Angelus Warrior begins with 4 outsider levels, which provide 4d8 hit dice, a base attack bonus of +4, and base saving throws of Fort +4, Ref +4, Will +4.
Racial skills: An Angelus warrior's outsider levels give it skill points equal to 7 x (8+int modifier). Its class skills Concentration, Craft, Intimidate, Jump, Knowledge (Arcana, history, Religion, the Planes) Listen, Spot, Use magic device.
Racial feats: An Angelus warrior's racial hit dice give it two feats.
A deflection bonus to Ac equal to their Charisma modifer or +4, Whichever is better.
Special attacks: Smite chaos 1/day
Special Qualities:
– Damage reduction 5/Magic
– Group Telepathy (Unlimited Telepathy to all Angelus warriors and the Angelus.)
– Fire resistance 5, Electricity resistance 5
– Aura of light (Permanent light spell cast upon the Warrior.)
Automatic languages: Common, Celestial.
Alignment: Lawful Good
Favored Class: Fighter
Level adjustment +1

Example Angelus Warrior
Male Angelus Warrior*
Small Outsider 4
Hit Dice: 4d8+12 (27hp)
Initiative: +2
Speed: 40ft./ 80ft fly (good)
AC: 18, Touch 16, Flat footed 16
Attacks: +9 Longsword
Damage: 1d8+5
Face/Reach: 5 ft. by 5 ft./ 5 ft.*
Special Attacks: Smite Chaos
Special Qualities: Damage reduction 5/Magic, Group telepathy, Fire resistance 5, Electricity resistance 5, Aura of light.
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 12*
Skills: Concentration +11, Intimidate +9, Jump +22, Knowledge (History/ The Planes) +8, Listen +9, Spot +9, Use Magic device +9
Feats: Fly-by attack, Power attack
Climate/Terrain: The Plane of light
Organization: Solitary or Squad 2-6
Challenge Rating: 5
Treasure: Standard, +1 Longsword, Heavy steel shield
Alignment: Lawful Good

Light Constructs (Sp): As of her second level The Host can begin to create any non magical tools, light armour or weapons she desires, she need only pass her hand through the light draw forth the desired item. Using light constructs is a standard action that provokes attacks of opportunity. You can create one item weighing a number of pounds equal to five times your class level or two or more items weighing no more than this total. If an item leaves your possession it dissipates into nothingness after 1d4 rounds, otherwise the item dissipates after one hour per class level. In addition, no item created via light constructs can exist in the dark. To craft an item like this you must pass a craft check Dc 20.

Radiant armour (Sp): At level 4, the Host can fuse a part of The Angelus's power within her armour, causing it to take on a silvery or golden glow, this takes a standard action and provides the Host a deflection bonus to her Ac equal to half her class level (minimum 1) plus her charisma modifier (minimum 1), this ability lasts 1 hour per class level and may be used a number of times equal to half her class level (minimum 1).

Blade of Righteousness (Sp):As a swift action a Host can envelop her blade (or any weapon) with a searing light that burns away all before it. When utilizing Blade of Righteousness, any weapon that the host strikes with deals an additional 2d6 points of fire damage that bypasses all resistances and immunities. At 8th level the damage dealt by this attack increases by an additional 2d6. Blade of righteousness lasts for ten minutes per class level and can be used a number of times per day equal to half the Host's Charisma modifier.

Improved Angelus Warriors: (Sp) At 5th level the warriors of the Angelus grow stronger, and the Angelus's more powerful agents appear, each with an important role in their mistresses plans. Upon creation, the Host can choose to advance any of her warriors by as many hit-dice as they wish (as long as the warrior does not have more hit-dice than the Host has class levels), each warrior advances as an outsider and gains one of the following class based abilities.

Assassin: The Warrior gains the ability to cast disguise self on himself as a 20th level caster at will. In addition they gain a Death attack (DC 10+the Warriors hit-dice+The warriors intelligence modifier). Bonus class skills: Bluff, disguise, hide, move silently.
Cleric: The Warrior gains the ability to turn as a Cleric of their HD with a +2 bonus and an additional +1d6 turning damage. In addition, the Warrior gains the ability to cast divine spells from the Glory and War domains as a Cleric equalling their HD.
Diplomat: The Warrior gains a +2 bonus to his Charisma as well as the Negotiator feat. In addition to this the warrior gains the ability to take 20 on any diplomacy or sense motive roll once per day per point of charisma modifier. Bonus class skills: Bluff, Diplomacy, sense motive, knowledge (nobility and royalty)
Fighter: The warrior gains the ability to wear medium and heavy armour, as well as Weapon focus as a bonus feat. The Warrior also gains bonus feats as a fighter of his HD.
Paladin: The Warrior gains Detect evil as a spell like ability at will, as well as the Divine grace class feature. A Warrior also then gains the ability to Smite as a paladin of their HD.
Ranger: The Warrior gains track as a bonus feat as well as either Two-weapon fighting or point blank shot. The Warrior also gains one favoured enemy and the bonuses accrue as a ranger of half the warriors HD. Bonus Class skill:s Survival, Handle Animal
Rogue: The Warrior gains the Evasion and Trapfinding class features and sneak attacks as a rouge of half his HD. Bonus class skills: Balance, Bluff, climb, disguise, disable device, hide, move silently.

Judging Light (Sp): At 5th level, the Host can focus a portion of her power into a ray of pure, brilliant light at will. Using this ability is a standard action and requires a successful ranged touch attack to hit your target. The Judging light has a range of 10ft per class level and deals 1d8 points of damage per two class levels.

Improved Light Constructs (SP): At 5th level a Host can begin to enhance her creations, giving them a magical enhancement bonus equal to half the Hosts class levels, to do this requires the Host spend a full-round action crafting the item rather than a standard action, as well as a craft check of DC 20 + the enchantment bonus you wish to add. Any weapon or light armour you create can survive in the dark for 1 minute per class level. Any item that leaves the Host's possession dissipates into nothingness after 1 hour.
The total weight of items the wielder can create is increased to his class level x10 in pounds. Finally, the Host can now create faux life. As a full-round action, the Host can create any 1HD creature she wishes. These creations serve her loyally, will sacrifice their lives for the Host and obey any order given to them. The Host may only have a number of HD equal to his class level alive via the use of this ability, any creatures created that would place the Host over her limit automatically disintegrate.

Speed of Light (Sp): At 6th level, the Host can travel at speeds matching those of light itself for a short amount of time, a number of times per day equal to half the Host's class level., the host can use Greater teleportas the spell (caster level 20) to any location outside.

Cleansing flames (Sp): At 7th level the Host can breath out a gout of white hot flame that burns through all it its path, leaving only glassed earth it's wake. As a standard action, the Host can use a breath weapon. This attack is a 30ft cone and deals 1d8 fire damage per two class levels (Reflex save DC 10+1/2 the Host's class levels +the Host's Con modifier halves damage), the host is immune to the effects of her own breath weapon, but not others. The Host can choose to take 2 points of constitution damage when using this ability, if she does, the fire damage over comes all fire resistances and immunities. After being used, Cleansing flames cannot be used for 1d4 rounds and may only be used once per day per two class levels.

Summon Angelus General (Sp): At 8th level, the Host can summon one of her most powerful allies, The General of her ethereal armies. To summon her General, the Host must spend a full hour to summon him from his home plane before creating him as you would any Angelus warrior, with the following alterations. An Angelus General may take class levels upon creation rather than being bound to outsider levels (they may not pick from the improved Angelus warrior skill list), the General may have a number of hit dice (or levels) equal to the Host's Class levels + Her charisma modifier (but may not have more levels or hitdice or levels than the the Host's HD-4). A General does not count towards the Host's maximum number of Angelus warriors. If a General dies, the Host may not summon a new one for one week, You may only Have one General summoned at any one time.

Mastered Light Constructs (Sp): The Host has mastered the art of creation, now able to create non-magical items as a free action and magical items as a standard action. In addition, any items that the Host creates are permanent unless she wishes them not to be (in which case the item disintegrates) and any creation can survive in darkness for 1 hour per Class level. Finally, The Host has learnt to bind pure light into a sentient form. By spending one day constructing it, the Host can summon a light elemental into existence, this elemental obeys the host without question. Only one elemental can exist at any one time.

Light Elemental
Huge Elemental (Light, extraplanar)*
Hit Dice: 16d8+64 (136hp)
Initiative: +13
Speed: Fly 100ft (perfect)
AC: 21, Touch 17 Flat footed 12
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+4), Breath weapon; 60ft line of light (reflex 19 halves) +17 ranged (8d6)
Full attack: 2 Slams +19 melee (2d8+4), Breath weapon; 60ft line of light (reflex 19 halves) +17 ranged (8d6)
Face/Reach: 15 ft./ 15 ft.*
Special Attacks: Breath weapon, Spell like- ability
Special Qualities: Aura of light, Low-light vision, elemental traits, damage reduction 5/chaos
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11*
Skills: Listen +11, Spot +12
Feats: Fly-by attack, Alertness, combat reflexes, dodge, improved initiative, mobility, spring attack, weapon finesse (Slam)
Climate/Terrain: The Plane of light
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Lawful Good
Aura of light: A light elemental constantly gives of as much light as a campfire.
Breath weapon: Light elementals can create a line of light that deals force damge.
Spell-like abilities: Daylight 8/day, Caster level 8th
Elemental traits: A light elemental is comprised of light and is thus resistant to any attacks involving light including the spells, Prismatic sphere, Prismatic wall and colour spray.

Angelic Apotheosis (Su): The Host has unlocked the inner most powers of the Angelus, becoming more powerful and throwing off her mortal coils. The Host becomes an outsider and gains Damage reduction 10/Chaos and evil, Fast healing 5, and whilst using the Radiant armour class feature she gains +4 Str and +6 Cha, these abilities only work whilst in the light however.

2012-05-24, 04:32 AM
Bump? Any opinions?

2012-05-24, 07:42 AM
My 2 copper:

The requirements mean you can get into this at lvl7 at the earliest. Then again, Full BAB and good will saves are rare. Bad Will save classes (such as crsuader, who would fit really well with the rest of fluff and crunch) only qualify at lvl 15 at which point taking this class is somewhat debatable.
Even with good Will-Saves, 3/4th BAB can only enter at lvl 8.
The will-save requirement really cripples usability in my opinion.

I feel that a medium BAB might not be in the best interest of this class, though some of its abilities make direct combat slightly less necessary. So it might be an okay trade-off.

Good Reflex and Will further cement this class as a "stay away from direct combat" type. Or at least stay away from tanking.

Law of the crusade is a nice bit of fluff that removes some restrictions on players and becomes stronger the better said players are at bluffing the GM.

Wings of Angelus is really good. With the quick trait you can easily see 120' of flight and good maneuverability is all you'll ever need. Combine with Flyby attack and a maneuver user and its really worth a lot.

Radiance is flavourful, but has little impact except the daylight option. Perhaps include a "acts as a spell of X level" for darkness effects?

Dark anathema can be seriously crippling and makes anyone dread dungeons where complete magical darkness blackouts might occur and you can't leave fast. The fact that it is cumulative with no cap makes this even worse.

I could see many people failing battle of wills on purpose as the new mental scores are great, but then theres the fact that unless you are already playing as this taken-over equivalent you will need a new character. This is on par with making a paladin fall, not really a good thing.

While I understand Angelus Warriors to an extend I have some questions:
At level 4 you can summon up to 4 per Fullround action up to a limit of twice HD. Considering earliest entry is 7th you have 8 HD now, so you can summon up to 16HD of warriors. Since none may have more HD than you have class levels (I assume thats levels in this PrC) that would mean a minimum of 8 (at 2HD each) and a maximum of 16 (1HD each). This gives you an unexhaustibel supply of trap-detectors/defusors (of the "if it goes off it's defused" kind). But what are these HD made off? Can you use any creature as baseline? Can they be templated already? This needs more specifics.

Light Construct stands in direct opposition to the less melee inclined chassis in my opinion. Furthermore, the weight restriction makes it impossible to summon chain shirts, the most liked light armor from my experience.

Radiant armor is a big point in favor of this class. thats 2+cha deflection right there going up to 5+cha. With a good charisma that could be a lot. This is one of the reasons why i would like a crusader with this, but the will save requirement shoots that in the foot.

Since you only mention resistances I assume fire immunity still applies to the extra damage from blade of righteousness? At ten minutes per class level and chamod activations per day at higher levels you can basically have it activated near always in situations where combat might happen. An extra 4d6 damage is never bad.

The Improved warriors are fun but have some minor problems, especially how the advancement functions and what the advancement actually is. Were you only able to summon 1HD warriors before?
Assassin: disguise self is a weak option but workable. Death attack is useful.
Cleric: Why not specify the turning as their HD+2 otherwise you only need to give them 1 HD of advancement and they become turning monsters.
Diplomat: So you summon a party-face. Could work, but is less useful overall.
Fighter: Most likely the staple summon.
Paladin: Works well with the theme and the smiting is pretty good considering you can summon several.
Ranger-Rogue: Fill the niches

Judging Light is Eldritch Blast light and works pretty well, though you have better things to do with your actions usually.

Improved Light constructs:
Now you can make nicer armor which is pretty good. Does it still fizzle if given out of hand? The 1HD creatures are also fun as they can make good distractions.

Cleansing Flames:
I assume the save is reflex? The con damage to overcome is interesting and can help against mook-hordes with fire resistance.

Angelus General:
This is a good one, you can summon something according to the situation. I'd specify that you can only summon one at a time though.

Mastered constructs:
Once more the question on wether they fizzle if given out of hand. My guess is yes as otherwise that would be free item creation for everyone. The Light elemental is pretty good as well.

The capstone is okay especially as it gives more deflection effectively.

So at 10th level (and CL 20) you can have:
Two 10HD angel warriors
One 16HD angel General
One Light elemental
Ten small critters

This can easily become another druid-like beurocratic nightmare keeping track of everything.

2012-05-24, 12:05 PM
Thank you very much for the comments :smallsmile:
Having read through them I have made a few alterations to the class, such as removing the base will save requirement and just needing Iron will. In addition I have explained certian class features better (including a better explaination of the warriors HD, for example noting they Start with 4 HD) Thank you again and looking forward to any future comments. :smallsmile:

2012-05-26, 07:42 AM
Any further comments??

Milo v3
2012-05-26, 08:06 AM
Just noticed this, looks like most of the abilities seem to counter well with the Wielder of Darkness. Just as the normal Angelus would.

Four things you might want to look at:
1. Any reason behind the wings being so fast, it seems kind of ridiculous. This is unless your doing it because the Angelus is light and light is known for its speed, if this is the reason then see point 3. Either way though I suggest lower it to x2 Base Land Speed.
2. Personally I would lower the Cleasing Flames ability to 7th level for two reasons; first so that it removes the dead level, second that it allows the Angelus to be more offensive from a lower level.
3. I suggest that you add an ability to 3rd level. One suggestion I have is that it increases the base land speed of the Angelus (and thus flying speed), this not only shows its link to light, but also it forms an opposite to the Dark Step of the Wielder of Darkness.
4. The Angelus's warrior's might be prone to severe optimization causing the same problems as animal companions. The only idea I have on resisting this problem would be changing this line "No one Angelus warrior can possess more HD than the Host has Host class levels." to this line "No one Angelus warrior can possess more HD than the Host has Host class levels - 2." I doubt it will do much but it might make them slightly less OP and more a numerous army.

Other than that, this seems very good.

2012-05-26, 07:01 PM
Milo V3@ Thanks again for the lookover :smallsmile: glad you like it :smallsmile: comments have been taken on-board and tweaks have been made, such as the Speed of light ability, giving the Angelus the ability to teleport :smallsmile:
Next project: Witchblade...ideas forming...got any yourself?

Milo v3
2012-05-26, 07:14 PM
Milo V3@ Thanks again for the lookover :smallsmile: glad you like it :smallsmile: comments have been taken on-board and tweaks have been made, such as the Speed of light ability, giving the Angelus the ability to teleport :smallsmile:
Next project: Witchblade...ideas forming...got any yourself?

Did you do that edit on your phone? Instead of Greater Teleport it says Greater Telephone. :smalltongue:

As for Witchblade I have never actually read it, or seen it. So I can't really help.

2012-05-26, 08:09 PM
Whoops, I will go and edit that,

2012-05-26, 09:48 PM
Quite good. It seems a bit more powerful than the Darkness, which seems fair -- the angelus usually beats the heck out of jackie.

As for witchblade...thats tricky. It seems like the witchblade itself should be a weapon of legacy w/o the penalties, and the Host PrC should be something that requires the artifact.

I'd make the bearer immune to compulsions, have the ability to sense the Darkness and Angelus, as well as constructs.

Other than that, start with a soulblade chassis and just make it better.

2012-05-27, 01:44 PM
Quite good.
Any tips to make it....Very good :smallsmile: help appreciated