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LoyalPaladin
2017-02-12, 10:39 PM
The Phim
http://i.imgur.com/paxo1fi.png?1
A phim embraces his lover before joining his brethren on the front lines against the Abyss.


Phim Traits

+2 Strength, +4 Charisma.
Medium size.
Type: Outsider (Native).
A Phim’s base land speed is 30 feet.
Flight (Ex): A phim has a fly speed of 30 feet with average maneuverability.
Electricity and Fire resistance 10.
+4 racial saving throw bonus on saves against poison.
Low-light vision.
Darkvision up to 60 feet.
Weapon Familiarity: Jovar
+2 racial bonus on Diplomacy and Sense Motive checks.
Tongues (Su): All phim can speak with any creature that has a language, as though using a tongues spell (caster level equal to phim's Hit Dice). This ability is always active.
Spell-Like Abilities: Bless, Cure Light Wounds, and Daylight 1/day cast as a cleric of the Phim’s level.
Automatic Languages: Common, Celestial.
Bonus Languages: Abyssal, Infernal.
Favored Class: Paladin.
Level Adjustment +2.


Table: Random Starting Ages


Adulthood
Barbarian
Rogue
Sorcerer
Bard
Paladin
Fighter
Ranger
Cleric
Druid
Monk
Wizard


80
2d6
3d6
6d6


Special: Phim have no maximum age and, as such, do not accrue age based bonuses or penalties. Phim reach adulthood at the age of 80 and their physical appearance usually takes a form fitting of their personality.

Table: Random Height and Weight


Gender
Base Height
Height Modifier
Base Weight
Weight Modifier


Male
5'4"
+2d10
130 lb.
x(2d4) lb.


Female
4'8"
+2d10
80 lb.
x(2d4) lb.

LoyalPaladin
2017-02-12, 10:41 PM
Phim Paragon
http://i.imgur.com/HLaoBc4.png?1
A phim paragon decends from the sky.

<Insert fluff here.>

Alignment
Any

Hit Die
d8

Starting Gold
As Paladin

Class Skills
The phim paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Phim Paragon


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
Angelic Trait, Winged Likeness


2nd
+2
+3
+0
+3
Angelic Trait


3rd
+3
+3
+1
+3
-


4th
+4
+4
+1
+4
Angelic Trait


5th
+5
+4
+1
+4
Mettle


6th
+6/+1
+5
+2
+5
Angelic Trait


7th
+7/+2
+5
+2
+5
Manifest Halo


8th
+8/+3
+6
+2
+6
Angelic Trait, Major Angelic Trait


9th
+9/+4
+6
+3
+6
-


10th
+10/+5
+7
+3
+7
Angelic Trait, Angelskin


11th
+11/+6/+1
+8
+3
+8
Cherub's Halo


12th
+12/+7/+2
+8
+4
+8
Angelic Trait


13th
+13/+8/+3
+8
+4
+8
-


14th
+14/+9/+4
+9
+4
+9
Angelic Trait


15th
+15/+10/+5
+9
+5
+9
Incredible Courage


16th
+16/+11/+6/+1
+10
+5
+10
Angelic Trait, Superior Angelic Trait


17th
+17/+12/+7/+2
+10
+5
+10
Archangel's Halo


18th
+18/+13/+8/+3
+11
+6
+11
Angelic Trait


19th
+19/+14/+9/+4
+11
+6
+11
-


20th
+20/+15/+10/+5
+12
+6
+12
Angelic Trait, Reckoning



Class Features
All the following are class features of the phim paragon base class.

Weapon and Armor Proficiency:
A phim paragon is proficient with all simple and martial weapons and with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Angelic Trait:
As a phim paragon progresses in her class, she manifests power beyond the norm. At 1st level, a phim paragon gains one angelic trait of her choice. She gains an additional angelic trait at 2nd level and for every 2 class levels attained after 2nd level, as noted on Table: The Phim Paragon. A phim paragon cannot select an individual angelic trait more than once, unless otherwise noted in the angelic trait's description.

Winged Likeness (Ex):
A phim's wings are a manifestation of both its roots and aspirations. At 1st level, a phim paragon may select from the options below to gain a bonus associated with the wing that they select.

Fallen: Your black wings are a harbinger of your nature. You gain a +4 bonus to intimidate checks to demoralize. Only phim who are of an evil or neutral alignment may select this type of wing. In the event a phim that selected this type of wing becomes good, they lose its benefits, but may have an atonement spell cast on them to gain the benefits of the Risen wings.
Justice: The feathers of your wings are a brilliant and fiery golden orange. Once per day, you may declare an enemy unjust, granting you +4 to attack and damage against them for 1 round per level.
Risen: Your wings glow bright white, showing all that you have been redeemed. You gain a +4 bonus to diplomacy checks with good creatures, your wings also glow as a torch. In the event a phim that has the risen wings becomes evil, it loses the benefits of this wing type and its wings become fallen wings.
Seraph: While most creatures have a pair of wings, you have three pairs. Your maneuverability while flying improves by one category. For example, if your normal maneuverability is poor, it becomes average.
Solar: Your great white wings appear to be for a creature much larger than you. You retain your fly speed when carrying a medium load.
Throne: Great scrolls of celestial laws adorn your shoulders. When in the presence of any authority, such as a town guard, king's knight, or military officer, they must make a will save or be treated as under the effects of charm person (The DC is Charisma based.) A phim who ceases to be lawful does not benefit from this ability, until such a time it becomes lawful again.
Word: Your wings appear as a mass of fluttering pages from ancient tomes. You always treat all knowledge skills as class skills.

Mettle (Ex):
You can shrug off effects that would hinder even the toughest warrior. At 5th level, if you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Manifest Halo (Su):
A phim of sufficient power can project her conviction into a visible form, varying in shape and size between phim. At 7th level, a phim can manifest a glowing ring of light above her head, granting her a +2 sacred bonus to any one ability score. The halo gives off 10 feet of light, but can be suppressed as a free action. While suppressed, the halo does not grant its sacred bonus to the ability score and it can be manifested again as a swift action. If a phim is evil, she instead gains a profane bonus to any one ability score. If a phim is neither good nor evil, she may choose whether she gains a profane or sacred bonus to her ability score.

Each time the halo is manifested, its bonus can be assigned to a different ability score.

Major Angelic Trait:
Starting at 8th level, and every two levels thereafter, a phim paragon can choose one of the following major angelic traits whenever she could select a new angelic trait.

Angelskin (Ex):
As a phim paragon becomes more like her angelic kin, she becomes more resistant to damage. At 10th level, a phim paragon gains damage reduction. If she is good-aligned, the damage reduction is 5/evil. If the character is evil-aligned, the damage reduction is 5/good. A phim paragon who is neither good nor evil may choose either type of damage reduction.

The damage reduction increases to 10 at 16th level.

Cherub's Halo (Su):
Due to her increased power, the phim's halo has strengthened. While her halo is manifested, any weapon she wields gains the holy or unholy enhancement. If the phim is good-aligned, her weapon is treated as a holy weapon. If the phim is evil-aligned, her weapon is treated as an unholy weapon. If the phim is neither good nor evil, she may choose whether her weapon is holy or unholy at the beginning of the day.

Incredible Courage (Su):
Your great achievements and celestial heritage boost your confidence to new levels. At 15th level, a phim paragon receives a +1 morale bonus on saving throws against fear effects and a +1 morale bonus on attack and weapon damage rolls. This bonus increases by one for every five phim paragon levels she has.

Superior Angelic Trait:
Starting at 16th level, and every two levels thereafter, a phim paragon can choose one of the following superior angelic traits whenever she could select a new angelic trait.

Archangel's Halo (Su):
At 17th level, a phim's halo is so powerful that it physically harms anyone who attacks the phim. Anyone that succeeds on a successful melee attack against her, takes 2d4 points of damage per ten points of damage (rounded down, minimum 2d4) that were dealt to the phim by their attack. This ability can be used any number of times per round.

Reckoning (Su):
When a phim paragon reaches the pinnacle of her power, she becomes an angelic force to be truly reckoned with. At 20th level, a phim paragon is considered to be constantly under the effects of haste. In addition, when a phim paragon uses a full attack action, her target is subjected a dimensional anchor spell as if it were cast by a cleric of the phim paragon's level.

LoyalPaladin
2017-02-12, 10:42 PM
Phim Ascendant
http://i.imgur.com/J5cZqsx.jpg?1
A phim ascendant transporting a holy relic to the heavens above.

<Insert fluff here.>

Race
Phim

Base Attack Bonus
+5

Feats:
Power Attack, Weapon Focus (Greatsword, Longbow, or Composite Longbow)

Alignment
Any

Hit Die
d8

Class Skills
The phim ascendant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Phim Ascendant


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Spellcasting

1st
+1+2+0+2
Winged Likeness
-
2nd
+2+3+0+3
Angelic Trait
+1 level of existing divine spellcasting class
3rd
+3+3+1+3
-
+1 level of existing divine spellcasting class
4th
+4+4+1+4
Angelic Trait
+1 level of existing divine spellcasting class
5th
+5+4+1+4
Manifest Halo
+1 level of existing divine spellcasting class
6th
+6+5+2+5
Angelic Trait, Major Angelic Trait
-
7th
+7+5+2+5
-
+1 level of existing divine spellcasting class
8th
+8+6+2+6
Angelic Trait
+1 level of existing divine spellcasting class
9th
+9+6+3+6
-
+1 level of existing divine spellcasting class
10th
+10+7+3+7
Angelskin, Angelic Trait
-


Class Features:
All the following are Class Features of the phim ascendant prestige class.

Weapon and Armor Proficiency:
Phim Ascendants gain no proficiency with any weapon or armor.

Angelic Trait:
As a phim ascendant progresses in her class, she manifests power beyond the norm. At 2nd level, a phim paragon gains one angelic trait of her choice. She gains an additional angelic trait at 4th level and for every 2 class levels attained after 2nd level, as noted on Table: The Phim Ascendant. A phim ascendant cannot select an individual angelic trait more than once, unless otherwise noted in the angelic trait's description.

Winged Likeness (Ex):
A phim's wings are a manifestation of both its roots and aspirations. At 1st level, a phim ascendant may select from the options below to gain a bonus associated with the wing that they select.

Fallen: Your black wings are a harbinger of your nature. You gain a +4 bonus to intimidate checks to demoralize. Only phim who are of an evil or neutral alignment may select this type of wing. In the event a phim that selected this type of wing becomes good, they lose its benefits, but may have an atonement spell cast on them to gain the benefits of the Risen wings.
Justice: The feathers of your wings are a brilliant and fiery golden orange. Once per day, you may declare an enemy unjust, granting you +4 to attack and damage against them for 1 round per level.
Risen: Your wings glow bright white, showing all that you have been redeemed. You gain a +4 bonus to diplomacy checks with good creatures, your wings also glow as a torch. In the event a phim that has the risen wings becomes evil, it loses the benefits of this wing type and its wings become fallen wings.
Seraph: While most creatures have a pair of wings, you have three pairs. Your maneuverability while flying improves by one category. For example, if your normal maneuverability is poor, it becomes average.
Solar: Your great white wings appear to be for a creature much larger than you. You retain your fly speed when carrying a medium load.
Throne: Great scrolls of celestial laws adorn your shoulders. When in the presence of any authority, such as a town guard, king's knight, or military officer, they must make a will save or be treated as under the effects of charm person (The DC is Charisma based.) A phim who ceases to be lawful does not benefit from this ability, until such a time it becomes lawful again.
Word: Your wings appear as a mass of fluttering pages from ancient tomes. You always treat all knowledge skills as class skills.

Manifest Halo (Su):
A phim of sufficient power can project her conviction into a visible form, varying in shape and size between phim. At 7th level, a phim can manifest a glowing ring of light above her head, granting her a +2 sacred bonus to any one ability score. The halo gives off 10 feet of light, but can be suppressed as a free action. While suppressed, the halo does not grant its sacred bonus to the ability score and it can be manifested again as a swift action. If a phim is evil, she instead gains a profane bonus to any one ability score. If a phim is neither good nor evil, she may choose whether she gains a profane or sacred bonus to her ability score.

Each time the halo is manifested, its bonus can be assigned to a different ability score.

Major Angelic Trait:
Starting at 6th level, and every two levels thereafter, a phim ascendant can choose one of the following major angelic traits whenever she could select a new angelic trait.

Angelskin (Ex):
As a phim ascendant becomes more like her angelic kin, she becomes more resistant to damage. At 10th level, a phim ascendant gains damage reduction. If she is good-aligned, the damage reduction is 5/evil. If the character is evil-aligned, the damage reduction is 5/good. A phim paragon who is neither good nor evil may choose either type of damage reduction.

LoyalPaladin
2017-02-12, 10:43 PM
List of Angelic Traits
http://i.imgur.com/qWHCIpm.jpg?1
A phim paragon using her light ray angelic trait.

<Fluff piece.>


Angelic Traits

Aligned Weapons (Ex):
You draw your blade and it becomes an extension of your being.

Benefit:
A phim's natural weapons, as well as any weapons she wields, become aligned for the purpose of overcoming damage reduction. If the character is good-aligned, her weapons are treated as good aligned. If the character is evil-aligned, her weapons are treated as evil aligned. A phim who is neither good nor evil may choose either type of aligned weapon.

At 21st level, the phim's weapons are also treated as epic for the purpose of overcoming damage reduction.


Change Shape (Su):
With a brief wave of your hand, you assume another form.

Benefit:
A phim can assume the form of any humanoid within one size category of its own.


Knowledge of the Word (Ex):
Like so many of the celestial scholars, you are naturally inclined to gather knowledge of all things.

Benefit:
You gain a sacred bonus on all knowledge checks equal to half your hit dice. In addition, you can make any knowledge checks as if you had at least one rank in it.


Light Ray (Su):
You fire a blindingly bright ray of light at your enemy.

Benefit:
You may fire one ray at any enemy within 30ft of you, plus one additional ray for every 3 class levels beyond 3rd. You must make a separate ranged touch attack for each creature you attempt to hit and each ray deals 2d6 points of untyped damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.


Nature's Champion (Ex):
Your calm nature and restful spirit keep you at peace with nature and nature at peace with you.

Benefit:
Unless magically compelled to do so, no plant or animal will attack you.


Senses of the Hound (Ex):
You sniff the air, picking up the smell of a nearby enemy.

Benefit:
You gain the Scent ability.


Weapon of Justice (Su):
You enact justice against your enemy, striking them with the same blade they hold.

Benefit:
When an enemy hits you with its weapon, you immediately are aware of any enchantments it carries. At the start of your next turn, as a swift action, you can choose to substitute your weapon's enchantments for the enchantment of any weapon you were struck by in the previous round and the enchantments can be active for a number of rounds equal to your charisma modifier. This includes effects that apply automatically on a hit, such as energy damage or poison, but not those from optional effects or feats, such as Power Attack.



Major Angelic Traits

Archon Immunities (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
You gain immunity to electricity and petrification.


Armblades of the Archon (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
As a free action, a phim can mold the flesh of her forearms, hardening and sharpening organic matter into the form of powerful magic blades. The phim wields the blades like longswords, and they gain the properties of +2 holy flaming longswords. She can shift back to her “normal” hands as a free action. The armblades cannot be disarmed or sundered, and they automatically assume limb form upon the phim’s death.


Aura of Menace (Su):
Your mere presence strikes feat into the hearts of your enemies.

Benefit:
Any hostile creature within a 20-foot radius of a the phim must succeed on a Will save to resist its effects. The save DC is Charisma-based. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the phim that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same phim's aura for 24 hours.


Divine Pact:
You pledge allegiance to a deity in return for some spellcasting power.

Prerequisite:
Must have a patron deity.

Benefit:
The phim gains the ability to cast a small number of divine spells. To cast a spell, the phim must have a Charisma score of at least 10 + the spell's level, so a phim with a Charisma of 10 or lower cannot cast these spells. Phim bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the phim's Charisma modifier. When the phim gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A phim without a bonus spell for that level cannot yet cast a spell of that level.) A phim has access to any spell on the list and can freely choose which to prepare, just like a cleric. A phim prepares and casts spells just as a cleric does (though the phim cannot spontaneously cast cure or inflict spells).

A good phim (or a neutral phim of a good deity) uses the paladin spell list. An evil phim (or a neutral phim of an evil deity) uses the blackguard spell list. A phim who is neither good nor evil and whose deity is neither good nor evil can chose to use the paladin or the blackguard spell list. Once the player makes this choice, it cannot be reversed. The phim's spell's per day are determined by the paladin class table's spells per day progression.


Hound Shape (Su):
Your body takes the form of a great hound.

Prerequisite:
Change Shape Angelic Trait

Benefit:
You can assume any canine form of Small to Large size. While in canine form, the phim loses any natural or weapon attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.


Incredible Speed (Ex):
After much practice and training, your wings are capable of greater speeds.

Benefit:
Your fly speed increases to double your land speed.


Movanic Deflection (Su):
Your keen senses allow you to deflect some projectiles.

Benefit:
Once per round as a free action, a phim can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the phim, she can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the phim succeeds, she deflects the attack. Deflected spells are negated as if counterspelled.


Magic Circle Against Evil (Su):
You are unnaturally hard to control with magic.

Benefit:
A magic circle against evil effect always surrounds the phim (caster level equals the phim's hit die).


Planar Traveler (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
The phim is immune to the deleterious effects or traits of any plane it is on. Likewise, the phim is able to breathe in any environment, as if under the effect of a necklace of adaptation.


Protectar's Magnitude (Ex):
The blessings of heaven shine down upon you, as your body and equipment expand in size.

Benefit:
The phim's size category permanently increases to large, altering her ability scores by +4 Strength, +2 Constitution, and -2 Dexterity. Any equipment the phim possesses when the size increase occurs is also permanently increased in size.


Telepathy (Su):
You communicate silently with your allies as you stalk your prey.

Benefit:
You gain the ability to communicate telepathically with any creature within 60 feet.



Superior Angelic Traits

Angel Immunities (Ex):
You are bathed in acid and cold by the wizard, only to brush it off and continue your advance.

Prerequisite:
Archon Immunities Angelic Trait

Benefit:
You gain immunity to acid and cold.


Blinding Speed (Ex):
You've further improved your wing strength.

Prerequisite:
Incredible Speed Angelic Trait

Benefit:
Your fly speed increases to triple your land speed.


Deliverance (Ex):
What do we say to Death?

Benefit:
You are immune to all death spells and magical death effects. They are likewise immune to ability damage, ability drain, and energy drain.


Glare of the Celestial Throne (Su):
Repent your sins and pray for forgiveness.

Prerequisite:
Must be of lawful good alignment.

Benefit:
Any nonlawful good creature within 30 feet of the phim that meets her glowing eyes must succeed on a Will saving throw or temporarily fall under her influence. Such a being becomes filled with remorse over the distance his life’s actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature’s alignment.

Compare the victim’s alignment to the chart below, adding any game effects that apply. This ability’s save DC is Charisma-based. The victim is free to act (even to attack the phim) while under the effects of this ability. The effects persist each round until the victim makes a successful Will saving throw. Phim can disable or enable this ability as a free action. This ability cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis
Neutral: The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim’s consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis
Neutral: Pangs of self-regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 10 points of damage.

Evil: The victim’s guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 20 points of damage.


Protective Aura (Su):
You grow in power and your aura allows you to better shrug off mental effects and spells.

Prerequisite:
Magic Circle Against Evil Angelic Trait

Benefit:
As a free action, a phim can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level is equal to the deva’s Hit Dice. The aura can be dispelled, but the phim can create it again as a free action on its next turn.


Sight of the Divine (Su):
Your hands take hold of an ethereal trumpet, its sound paralyzing your foes with awe.

Benefit:
The following abilities are always active on the phim’s person, as the spells (caster level equal to the phim's hit dice): detect evil, detect snares and pits, discern lies (DC is charisma based), see invisibility, and true seeing. They can be dispelled, but the phim can reactivate them as a free action.


Stony Gaze of the Owl (Su):
You gaze upon the evil-doer, causing him to freeze and turn instantly to stone.

Benefit:
A number of times per day equal the her Constitution bonus, the phim can shoot can shoot twin beams of silver light from her eyes at any opponent within 120 feet. The phim must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a fortitude save or be turned to stone. This ability's save DC is Constitution based.

The phim can use Stone to Flesh on any creature turned to stone by her own eye rays, this spell does not require the target to make a fortitude save to survive the transformation. The caster level for this ability is equal to the phim's hit dice.


Trumpet of Glory (Su):
Your hands take hold of an ethereal trumpet, its sound paralyzing your foes with awe.

Benefit:
Once per day, as a standard action, you summon and play an ghost-like trumpet that effects all enemies near you. All enemies within 100 feet of the blast must succeed a Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based.



Epic Angelic Traits

Blistering Speed (Ex):
You've reached the upper limits of air speed, outpacing most all denizens of the sky.

Prerequisite:
Incredible Speed Angelic Trait, Blinding Speed Angelic Trait

Benefit:
Your fly speed increases to quadruple your land speed.


Bow of the Solars (Su):
You loose an arrow from your bow and it strikes true, relieving your enemy of his life.

Benefit:
Any arrow loosed from the phim's bow is treated as a greater slaying arrow appropriate for the intended target.


Celestial Abilities (Sp):
You draw on your celestial blood to cast powerful divine magic.

Benefit:
You gain a number of useful spell-like abilities.

A phim with a Charisma or Wisdom score of 8 or higher has two or more spell-like abilities, as indicated below.

Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
1st Level

Bless
Detect Evil
Protection From Evil 3/day

2nd Level

Aid

3rd Level

Cure Serious Wounds
Remove Disease

4th Level

Holy Smite
Neutralize Poison

5th Level

Dispel Evil
Hallow

6th Level

Forbiddence

7th Level

Holy Word
Ressurection

8th Level

Holy Aura 3/day
Charm Monster, Mass

9th Level

Summon Monster IX (Celestials Only)
True Resurrection



Deva's Stunning Strike (Su):
You swing your sword with such strength and conviction, that your foe lies stunned afterwards.

Benefit:
If a phim strikes an opponent twice in one round with its weapon, that creature must succeed a Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.


Greater Divine Pact:
You pledge allegiance to a deity in return for some spellcasting power.

Prerequisite:
Must have a patron deity, Divine Pact Angelic Trait

Benefit:
You can use your paladin and blackguard spell slots to prepare Cleric spells. You must have a minimum Wisdom score of 10 + the spell's level to prepare it, and the save DC of the spell is equal to 10 + your Wisdom modifier (as if you were a Cleric).


Planetar's Regeneration (Ex):
You shake off most wounds, as if they are but minor scratches.

Benefit:
You gain regeneration 10. If the phim is good or neutral aligned, she takes damage from evil-aligned weapons and from spells and effects with the evil descriptor. If the phim is evil-aligned, she takes damage from good-aligned weapons and from spells and effects with the good descriptor.


Sword Archon's Dive:
You unleash a battle cry for justice and fall into a wicked dive from on high.

Prerequisite:
Armblades of the Archon Angelic Trait, Must be of lawful good alignment

Benefit:
Once per day, a phim can attempt to destroy a living enemy with a powerful dive attack, literally flying through its opponent armblades-first, tearing apart its body and sending its soul to imprisonment in the Seven Heavens. Resolve a flying charge as normal. If the phim fails to damage its opponent, the discorporating dive attack is wasted. If damaged, however, the target must make a Fortitude save. The save DC for this ability is Constitution based. Those who succeed on the Fortitude save suffer no further effect beyond the damage of the attack. If the save fails, the attack utterly annihilates the victim’s body, killing it instantly. Further, the victim’s soul is bound to a great prison in the Seven Heavens of Celestia, where it remains until the archons that manage the celestial dungeon see fit to release it.


Warden Sense (Su):
No creature can mask its true nature from you.

Prerequisite:
Telepathy ability with at least 60 feet of range.

Benefit:
A phim instinctively knows the alignment of any creature within 60 feet. Typical methods of masking alignment, such as misdirection or nondetection, have no effect upon a phim’s warden sense.

LoyalPaladin
2017-02-12, 10:44 PM
Epic Class Progression
http://i.imgur.com/0jlIvH7.png?1
An epic phim paragon watches the world from on high, ready to strike down any evil-doer.

Hit Dice
d8

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Epic Phim Paragon


Level
Class Features


21st
Angel Skin


22nd
Angelic Trait, Epic Angelic Trait


23rd
-


24th
Angelic Trait


25th
-


26th
Angelic Trait


27th
-


28th
Angelic Trait


29th
-


30th
Angelic Trait



Angelskin (Ex):
At 21st level, the damage reduction from Angelskin increases to 15 from 10.

Epic Angelic Trait:
Starting at 22nd level, and every two levels thereafter, a phim paragon can choose one of the following major angelic traits whenever she could select a new angelic trait.

LoyalPaladin
2017-02-12, 10:45 PM
Reserved Post

Eno Remnant
2017-02-13, 03:42 AM
As a lover of angelic characters, I look forward to this eagerly. Got me keen, Loyal, and any level of disappointment would crush me, your valued Jr. Tormlet.

No pressure. You'll be transformed into a diamond.

LoyalPaladin
2017-02-13, 10:21 AM
As a lover of angelic characters, I look forward to this eagerly. Got me keen, Loyal, and any level of disappointment would crush me, your valued Jr. Tormlet.

No pressure. You'll be transformed into a diamond.
Oh. Yeah, no pressure at all. Haha! Ha. Ha... :smalleek:

I'll get more angelic traits up today. It was late last night and I didn't have time to start formatting them all for GitP standards. The Phim Ascendant class will be sort of like Phim Paragon lite, but still picking up some of their abilities.

On a related note, making a trait that grants paladin casting to this class shouldn't be too OP right? On a more rediculous note, making an epic trait that grants cleric casting shouldn't be that bad right? At level 22 you'd basically just be bumped up to par... right?

neriractor
2017-02-13, 12:18 PM
On a related note, making a trait that grants paladin casting to this class shouldn't be too OP right? On a more rediculous note, making an epic trait that grants cleric casting shouldn't be that bad right? At level 22 you'd basically just be bumped up to par... right?

The paladin one seems fine as a superior trait (or mayor, depending on taste), the cleric trait I can't advice you in, since I have never played in an epic game, this looks pretty good, I'll be sure to go for it instead of aasimar for my next celestially flavored character :smallbiggrin:

aimlessPolymath
2017-02-13, 12:30 PM
Granting paladin casting is OK or not, depending on whether other, similarly available traits are of similar power- it's certainly better than the current Angelic traits and many of the Major Angelic traits, at minimum. I wouldn't grant full cleric casting, as that would make this class almost totally overshadow clerics at epic levels (outside Turn Undead abuse, of course) given that it has a wide variety of other options.

On the race- is LA buyoff allowed in your games? If not, I wouldn't make it higher than LA+1- while there are good stat bonuses and spellcasting there, I would rate them at slightly more than the power of a cleric 1 of some undefined race. You could limit the power of the flight if necessary- perhaps like an Elocater, they can't fly more than a few feet off the ground (limit removed at level 5, of course), and drop the resistance to 5 points if you want to go through with this. Alternatively, trading one of the LA bonuses for a racial HD is another option.

I can't help but think that there's design room for a weakness in the race- either a stat penalty, or something more exotic, depending on racial fluff. A penalty on saving throws against charm effects, due to the temptation to fall? A penalty to checks made to deal deceitfully (some uses of Bluff) or steal (ditto, but for Sleight of Hand)? Some penalties to understanding mortal, limitations, temptations and motivations?

Obviously, that might not fit the fluff of the race as you want it, but I feel like the limits of the angels make more interesting characters than their strengths.

I love the Winged Likeness class feature, especially Justice (looks like a neat smite+ ability, if somewhat of a must-take for combatants), the Risen/Fallen pair(nice skill dichonomy), and Throne(unusual ability which I haven't seen before).
There is some overlap between Seraph and Solar, though.

Incredible courage is somewhat misworded, change it to "saves against fear, as well as to attack and damage rolls" so I don't get confused and try to attack the fear spell.

Are you looking at the Book of Exalted Deeds for angelic traits? They have a ton of things to choose from.

LoyalPaladin
2017-02-13, 12:58 PM
The paladin one seems fine as a superior trait (or mayor, depending on taste), the cleric trait I can't advice you in, since I have never played in an epic game, this looks pretty good, I'll be sure to go for it instead of aasimar for my next celestially flavored character :smallbiggrin:
I was only partially serious about the cleric one. Like I said, it was a ridiculous note. :smallbiggrin:

I think the paladin one would be fine, as it's not an incredibly casting class. :smallfrown:

Super pleased you like the race!


Granting paladin casting is OK or not, depending on whether other, similarly available traits are of similar power- it's certainly better than the current Angelic traits and many of the Major Angelic traits, at minimum. I wouldn't grant full cleric casting, as that would make this class almost totally overshadow clerics at epic levels (outside Turn Undead abuse, of course) given that it has a wide variety of other options.
It'll be firmly major or superior in status. Phim Paragons don't get turn undead or domains, so they wont be able to abuse that unless they multiclass.

Like I said above, I was only partially serious about cleric casting. :smalltongue: Some of this is spitballing, so I can lop off pieces or tack on something more.


On the race- is LA buyoff allowed in your games? If not, I wouldn't make it higher than LA+1- while there are good stat bonuses and spellcasting there, I would rate them at slightly more than the power of a cleric 1 of some undefined race.
LA buyoff is always allowed in my games and any games I'm a player in usually allows it as well. Adding a fly speed immediately tacks on a +1 LA and with all their stats/abilities, they're definitely outside the range of a +1 LA. I could remove some things and get them down there. But they're already miles more playable than the next "angel", which is the Justice Archon at +5 LA and 6ish HD. Unless you count the Protectar race from MH.


I can't help but think that there's design room for a weakness in the race- either a stat penalty, or something more exotic, depending on racial fluff. A penalty on saving throws against charm effects, due to the temptation to fall? A penalty to checks made to deal deceitfully (some uses of Bluff) or steal (ditto, but for Sleight of Hand)? Some penalties to understanding mortal, limitations, temptations and motivations?

Obviously, that might not fit the fluff of the race as you want it, but I feel like the limits of the angels make more interesting characters than their strengths. [/QUOTE]
If there was something like this figured into normal angels and archons, I'd definitely do it. But these are meant to be a playable angel, which means I'd like to stick to their general figure. Even the Aasimar don't have a negative or downfall like that, so I'm going to keep it out of this race.


I love the Winged Likeness class feature, especially Justice (looks like a neat smite+ ability, if somewhat of a must-take for combatants), the Risen/Fallen pair(nice skill dichonomy), and Throne(unusual ability which I haven't seen before).
There is some overlap between Seraph and Solar, though.
Justice is fairly powerful at low levels, but it'll fall off. Especially since it's only 1/day!

I'm glad you like the Risen/Fallen wings, as I was most worried that they'd fall flat. The Seraph and Solar wings will get a little polish.


Incredible courage is somewhat misworded, change it to "saves against fear, as well as to attack and damage rolls" so I don't get confused and try to attack the fear spell.
I'm still working through adding everything and polishing, but I'm glad you pointed this out. It'll be worded more closely to inspire courage:
"An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls."


Are you looking at the Book of Exalted Deeds for angelic traits? They have a ton of things to choose from.
I went and found every angel/archon in 3rd edition and am using them as inspiration for the angelic traits!

umbrapolaris
2017-02-18, 10:43 PM
Now just waiting for the Hellish counterpart :p

LoyalPaladin
2017-02-19, 01:01 AM
Now just waiting for the Hellish counterpart :p
Once I finish this one, I had that plan!

khadgar567
2017-02-19, 01:42 AM
Once I finish this one, I had that plan!:biggrin: love me some fallen angels from hell looks like asmodeus keeps few rare pieces

Eno Remnant
2017-02-19, 06:51 AM
Alright Loyal, so after some consideration, here’re my two coppers on the race.


+2 Strength, +4 Charisma.

These ability bonuses are about what you’d expect for a Charisma-based melee class—aka Battle Dancer, melee Bard, and of course Paladin—and aren’t too ridiculous (Only +2 up from a lesser planetouched, and on one of the least valuable ability score in terms of wider application). Seems good to me.


Type: Outsider (Native).

<Insert fluff here.>


Flight (Ex): A phim has a fly speed of 30 feet with average maneuverability.

Even with LA, this fly speed might be a tad much. You could probably afford to slash it, and have it increase alongside your HD, ala Dragonborn. I’ll cover the idea a bit more when I get around to your classes. Definitely worth a +1 to LA.


Electricity and Fire resistance 10.

Resistances are about what you’d expect for an angel. Bit much at lower levels, but they quickly become less relevant at higher levels. I’d say that constitutes half of an LA.


+4 racial saving throw bonus on saves against poison.

Random benefit that’s in line thematically with a race that’s expected to go into Paladin. That said, if the Phim fluff doesn’t mention dwarf ancestors, I’m going to be so disappointed.


Low-light vision.
Darkvision up to 60 feet.

Low-Light Vision, gross (I kid, but Low-Light Vision is just so lacklustre. I can't recall the last time any DM other than I used it). Darkvision, about what you’d expect from Outsiders (and dwarves. Hint hint).


Weapon Proficiency: Phim are automatically proficient with the greatsword, longbow, and composite longbow.

As with an elf, these are not anything particularly impressive. Nice to have though, of course. You might as well add the jovar from the Planar Handbook to the list, though. It’s thematic, and what can it hurt?


+2 racial bonus on Diplomacy and Sense Motive checks.

Racial bonuses are for very strong skills. That said, an extra +2 is not going to break Diplomacy any further than it can be already, so it’s really just a nice little bonus to have.


Tongues (Su): All phim can speak with any creature that has a language, as though using a tongues spell (caster level equal to phim's Hit Dice). This ability is always active.

Tongues, part of the angel chassis. Adds a level to roleplaying (or removes one, depending on your point of view), and is overall just a handy thing to have.


Spell-Like Abilities: Bless, Cure Light Wounds, and Daylight 1/day cast as a cleric of the Phim’s level.

These SLAs, while nice, are going to lose value quickly. They’re also less than a level 1 Cleric could do. I suppose they give the other half-LA you need to hit LA +2, but really, they’re not going to be all that impactful past level 5. Which is good, really, because SLAs that are useful the entire gamut of levels tend to be very powerful – and of course, you’ve got angelic traits to further that. All good here.


Automatic Languages: Common, Celestial. Bonus Languages: Abyssal, Infernal.

Languages seem fine, though you need to move that rogue word.


Favored Class: Paladin.

Raise your hand if you’re surprised at the favoured class. Dammit Timmy, put your hand down.


Level Adjustment +2.

Level adjustment, as noted in my musings thus far, is reasonable. Even if it wounds me, for so rarely do my DMs give LA buy-off.


Table: Random Starting Ages

So, they start off almost as old as their elf companions. Excellent, a foil in the aged wisdom department. Great for roleplaying, I approve. “There was a battle here sixty years ago,” “More like forty. Check your facts, Ears.”


Special: Phim have no maximum age and, as such, do not accrue age based bonuses or penalties. Phim reach adulthood at the age of 80 and their physical appearance usually takes a form fitting of their personality.

Immortality, surprisingly not that valuable in D&D. Given you're not likely to get to that age, unless you're playing some wise old Phim sage (not that they get much wiser without age bonuses), it's a not likely to come up.


Table: Random Height and Weight

The average male Phim is 6’7” and 650lbs. The average Astral Deva (the only SRD angel in the same size category) is 7’6” and 250 lbs. The average Succubus (the closest creature I could find in size category and flight speed) is 6’ and 125 lbs. I haven’t even looked at the female stats, but both genders at their minimum weights have a 100-lb. disparity, and that just seems wrong. I think you may want to take another look at your math on these.

Overall, I like it, and I’d probably play it. It gets a lot of neat abilities and, more to the point, angels. As a man whose most-played race is lesser Aasimar, angels.

LoyalPaladin
2017-02-19, 10:22 PM
Alright Loyal, so after some consideration, here’re my two coppers on the race.
I've been waiting for this moment!


Even with LA, this fly speed might be a tad much. You could probably afford to slash it, and have it increase alongside your HD, ala Dragonborn. I’ll cover the idea a bit more when I get around to your classes. Definitely worth a +1 to LA.
When I was originally tossing around the race, I got some feedback from a fellow playgrounder that essentially said: "You could give them a glide speed like the raptoran, but they'd be a a strong +1 LA creature, or you could give them a 30ft fly speed and they'd be a middle-to-low powered +2 LA." While it's powerful in the beginning, I see LA as a


Random benefit that’s in line thematically with a race that’s expected to go into Paladin. That said, if the Phim fluff doesn’t mention dwarf ancestors, I’m going to be so disappointed.
Unfortunately for the dwarf fluff, it's a benefit that comes right out of the angel section (http://www.d20srd.org/srd/monsters/angel.htm) of the SRD.


Low-Light Vision, gross (I kid, but Low-Light Vision is just so lacklustre. I can't recall the last time any DM other than I used it). Darkvision, about what you’d expect from Outsiders (and dwarves. Hint hint).
I am in agreement with this line of thinking.


As with an elf, these are not anything particularly impressive. Nice to have though, of course. You might as well add the jovar from the Planar Handbook to the list, though. It’s thematic, and what can it hurt?
I'm actually going to update it to just the Jovar. As it was pointed out to me that outsiders are already proficient with martial weapons.


Languages seem fine, though you need to move that rogue word.
Fixed! Thanks!


Raise your hand if you’re surprised at the favoured class. Dammit Timmy, put your hand down.
Heh. I almost did Cleric, but that'd be out of line with my nature.


Immortality, surprisingly not that valuable in D&D. Given you're not likely to get to that age, unless you're playing some wise old Phim sage (not that they get much wiser without age bonuses), it's a not likely to come up.
Yeah, it's always fun to have, but it doesn't add much to the game itself. I suppose it grants them immunity to aging effects, though I've never been magically aged before.


The average male Phim is 6’7” and 650lbs. The average Astral Deva (the only SRD angel in the same size category) is 7’6” and 250 lbs. The average Succubus (the closest creature I could find in size category and flight speed) is 6’ and 125 lbs. I haven’t even looked at the female stats, but both genders at their minimum weights have a 100-lb. disparity, and that just seems wrong. I think you may want to take another look at your math on these.
Okay, so I totally know where the offset is here. The SRD's description page (http://www.d20srd.org/srd/description.htm#tableRandomStartingAges) is really confusing about how this works. You roll the 2d10's for that determine your height and then you multiply the result of that dice roll by the result of the 2d4's. So the average male phim would be 6'2" and 170lbs, while the average female phim would be 5'6" and 120lbs.


Overall, I like it, and I’d probably play it. It gets a lot of neat abilities and, more to the point, angels. As a man whose most-played race is lesser Aasimar, angels.
I created this for people like you and I!

What are your thoughts on the classes/traits?

Eno Remnant
2017-02-20, 03:43 AM
I've been waiting for this moment!

Naturally :smallamused:


When I was originally tossing around the race, I got some feedback from a fellow playgrounder that essentially said: "You could give them a glide speed like the raptoran, but they'd be a a strong +1 LA creature, or you could give them a 30ft fly speed and they'd be a middle-to-low powered +2 LA."

You got a little cut off there. Anyway, I'll discuss this at the bottom of my post.


Unfortunately for the dwarf fluff, it's a benefit that comes right out of the angel section (http://www.d20srd.org/srd/monsters/angel.htm) of the SRD.

Clearly all angels are descended from dwarves. Get your tin-foil hats on.


I am in agreement with this line of thinking.

Of course you are. Nobody can deny the truth of dwarf ancestry.


I'm actually going to update it to just the Jovar. As it was pointed out to me that outsiders are already proficient with martial weapons.

Joclose yet jovar. I regret nothing.


Okay, so I totally know where the offset is here. The SRD's description page (http://www.d20srd.org/srd/description.htm#tableRandomStartingAges) is really confusing about how this works. You roll the 2d10's for that determine your height and then you multiply the result of that dice roll by the result of the 2d4's.

That is so unintuitive, and who's even going to read a little detail about rolling a random weight? WotC clearly learned how to simplify much too late.


I created this for people like you and I!

Said the Paladin to the Paladin of Freedom. You won't convert me that easily.


What are your thoughts on the classes/traits?

All things in time. Aka now.



Phim Paragon

<Insert fluff here.>

I wanna be, the very best, like no one ever was...


Alignment
Any

Whoa whoa whoa, you're telling me that the ideal Phim isn't automatically good? These motherflappers need Pelor (or Torm, or Trithereon. I'm not ethicist, just moralist).


Hit Die
d8

Why hello, I'm an Outsider.


Class Skills

All good stuff, with the expected number of skill points.


Table: The Phim Paragon

Full BAB, with the two best saves. Much as I love the chassis, I wouldn't be afraid to give it all good saves. Y'know, since this is meant to be the paragon of the Phim, who are Outsiders, and thus possess all good saves. Just a thought.


Weapon and Armor Proficiency:
A phim paragon is proficient with all simple and martial weapons and with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Primary melee class proficiency boilerplate. Nothing wrong with the classics.


Angelic Trait:
As a phim paragon progresses in her class, she manifests power beyond the norm. At 1st level, a phim paragon gains one angelic trait of her choice. She gains an additional angelic trait at 2nd level and for every 2 class levels attained after 2nd level, as noted on Table: The Phim Paragon. A phim paragon cannot select an individual angelic trait more than once, unless otherwise noted in the angelic trait's description.

Ah, pick-and-choose, arguably the best way to make a class. Solid progression on top of that.


Fallen: Your black wings are a harbinger of your nature. You gain a +4 bonus to intimidate checks to demoralize. Only phim who are of an evil or neutral alignment may select this type of wing. In the event a phim that selected this type of wing becomes good, they lose its benefits, but may have an atonement spell cast on them to gain the benefits of the Risen wings.

Booooo!

On a more serious note, reasonable bonus that could really bring together an intimidation build. Scary dark angels, sounds cool to me. Being able to switch if your alignment changes is, obviously, a nice touch.


Justice: The feathers of your wings are a brilliant and fiery golden orange. Once per day, you may declare an enemy unjust, granting you +4 to attack and damage against them for 1 round per level.

Justice rains from above!

Mini-Smite with less restriction 1/day. Can't say no to that!


Risen: Your wings glow bright white, showing all that you have been redeemed. You gain a +4 bonus to diplomacy checks with good creatures, your wings also glow as a torch.

You raise me up, so I can stand on mountains...

In the grand tradition of Good-aligned diplomacy bonuses, you blind people with your Goodness. Works for me.


Seraph: While most creatures have a pair of wings, you have three pairs. Your maneuverability while flying improves by one category. For example, if your normal maneuverability is poor, it becomes average.

This is the only right choice. On an unrelated note, this is the avatar I use basically everywhere except GitP:
http://vignette3.wikia.nocookie.net/powerlisting/images/6/66/Seraphim.jpg/revision/latest/scale-to-width-down/185?cb=20120712105739

Better flight is always a plus. I hate using anything less than good manoeuvrability.


Solar: Your great white wings appear to be for a creature much larger than you. You retain your fly speed when carrying a medium load.

Because sometimes bigger is better.

Nice feature for a class with heavy armour proficiency. Pity you'd have to choose it over other options, but them's the breaks.


Throne: Great scrolls of celestial laws adorn your shoulders. When in the presence of any authority, such as a town guard, king's knight, or military officer, they must make a will save or be treated as under the effects of charm person (The DC is Charisma based.) A phim who ceases to be lawful does not benefit from this ability, until such a time it becomes lawful again.

Respect my authority!

This is arguably the most powerful effect of them all. I suppose it depends on the setting. The fact that you have this and no Chaotic counterpart, however, is a strike against both you and this paragon.


Word: Your wings appear as a mass of fluttering pages from ancient tomes. You always treat all knowledge skills as class skills.

Jormengand must have the most annoying itch right now, and the utter inability to figure out why.


Mettle (Ex):

Quick, get me a Ring of Evasion and two levels in Paladin! I want to ignore non-targeted spell damage for the rest of time!


Manifest Halo (Su):
A phim of sufficient power can project her conviction into a visible form, varying in shape and size between phim. At 7th level, a phim can manifest a glowing ring of light above her head, granting her a +2 sacred bonus to any one ability score. The halo gives off 10 feet of light, but can be suppressed as a free action. While suppressed, the halo does not grant its sacred bonus to the ability score and it can be manifested again as a swift action. If a phim is evil, she instead gains a profane bonus to any one ability score. If a phim is neither good nor evil, she may choose whether she gains a profane or sacred bonus to her ability score.

Each time the halo is manifested, its bonus can be assigned to a different ability score.

Ooh, flexible ability score bonus. J'adore.


Major Angelic Trait:
Starting at 8th level, and every two levels thereafter, a phim paragon can choose one of the following major angelic traits whenever she could select a new angelic trait.

Having not yet fully explored the traits, I can't possibly judge if this is appropriate. I'll get back to you.


Angelskin (Ex):
As a phim paragon becomes more like her angelic kin, she becomes more resistant to damage. At 10th level, a phim paragon gains damage reduction. If she is good-aligned, the damage reduction is 5/evil. If the character is evil-aligned, the damage reduction is 5/good. A phim paragon who is neither good nor evil may choose either type of damage reduction.

The damage reduction increases to 10 at 16th level.

Were you aware that angelskin is made with the power of little children's smiles? The more you know.

This honestly feels a little slow, but I can't judge whether or not that's appropriate without having read the angelic traits. Guess I'll come back to this too.


Cherub's Halo (Su):
Due to her increased power, the phim's halo has strengthened. While her halo is manifested, any weapon she wields gains the holy or unholy enhancement. If the phim is good-aligned, her weapon is treated as a holy weapon. If the phim is evil-aligned, her weapon is treated as an unholy weapon. If the phim is neither good nor evil, she may choose whether her weapon is holy or unholy at the beginning of the day.

Deus vult!

Comes in at about the right level, and very nice to have.


Incredible Courage (Su):
Your great achievements and celestial heritage boost your confidence to new levels. At 15th level, a phim paragon receives a +1 morale bonus on saving throws against fear effects and a +1 morale bonus on attack and weapon damage rolls. This bonus increases by one for every five phim paragon levels she has.

So +4 when you get it, +5 when you hit level 20. You are an explicitly worse Bard. You can't even share the love around. I think this could afford to be +5 flat.


Archangel's Halo (Su):
At 17th level, a phim's halo is so powerful that it physically harms anyone who attacks the phim. Anyone that succeeds on a successful melee attack against her, takes 2d4 points of damage per ten points of damage (rounded down, minimum 2d4) that were dealt to the phim by their attack. This ability can be used any number of times per round.

Ouch, that's gotta hurt. I approve, though perhaps allowing it to respond to any damage-dealing attacks would be appropriate, given how late you get it.


Reckoning (Su):
When a phim paragon reaches the pinnacle of her power, she becomes an angelic force to be truly reckoned with. At 20th level, a phim paragon is considered to be constantly under the effects of haste. In addition, when a phim paragon uses a full attack action, her target is subjected a dimensional anchor spell as if it were cast by a cleric of the phim paragon's level.

Well that's interesting. Granted, racial paragon classes are not expected to be as strong as non-racial classes, but this does feel like it's very behind other characters at this stage (possibly the final stage). Still pretty cool though.



Phim Ascendant

[Snip]

Base Attack Bonus
+5

Feats:
Power Attack, Weapon Focus (Greatsword, Longbow, or Composite Longbow)

Alignment
Any

Level 5 entry with a feat that's basically a class feature for THF characters, and a fairly uninteresting feat that's really just tax for the PrC.

As for the alignment bit, the class is Phim Ascendant. Stop confusing people, you could end up killing a hapless PC who doesn't recognise the evil angel due to its misleading class name!


Hit Die
d8

Still an Outsider, by the way. Just in case you'd forgotten.


Class Skills

Nothing to say here that I didn't on the last one.


Class Features:

So it's basically Phim Paragon over less levels, with a consequently faster trait progression and lacking the core feature upgrades, plus divine casting progression. I can dig it, as the kids say. Says the 21 year old.



List of Angelic Traits

It's time, at last, for the bit that lets me actually judge how good the classes are. Let's do it.


Aligned Weapons (Ex):
You draw your blade and it becomes an extension of your being.

Benefit:
A phim's natural weapons, as well as any weapons she wields, become aligned for the purpose of overcoming damage reduction. If the character is good-aligned, her weapons are treated as good aligned. If the character is evil-aligned, her weapons are treated as evil aligned. A phim who is neither good nor evil may choose either type of aligned weapon.

At 21st level, the phim's weapons are also treated as epic for the purpose of overcoming damage reduction.

Handy, though it becomes irrelevant at 11th level if you're using Phim Paragon. I suppose being applicable for half of your levels is good, so it's hardly an issue. The epic benefit is a very nice addition.


Change Shape (Su):
With a brief wave of your hand, you assume another form.

Benefit:
A phim can assume the form of any humanoid within one size category of its own.

Alter Self at will, for small to large humanoids. Balances out surprisingly well, all things considered.


Knowledge of the Word (Ex):
Like so many of the celestial scholars, you are naturally inclined to gather knowledge of all things.

Benefit:
You gain a sacred bonus on all knowledge checks equal to half your hit dice. In addition, you can make any knowledge checks as if you had at least one rank in it.

Knowledge without having to invest points? I'll take ten. Geddit?


Light Ray (Su):
You fire a blindingly bright ray of light at your enemy.

Benefit:
You may fire one ray at any enemy within 30ft of you, plus one additional ray for every 3 class levels beyond 3rd. You must make a separate ranged touch attack for each creature you attempt to hit and each ray deals 2d6 points of untyped damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

She blinded me with holy violence!

Nice damage, nice scaling. Very solid ability.


Nature's Champion (Ex):
Your calm nature and restful spirit keep you at peace with nature and nature at peace with you.

Benefit:
Unless magically compelled to do so, no plant or animal will attack you.

This is going to need a self-defence clause. Otherwise evil Ascendants are going to kick a lot more puppies than the average villain. Nice feature otherwise.


Senses of the Hound (Ex):
You sniff the air, picking up the smell of a nearby enemy.

Benefit:
You gain the Scent ability.

I smell a nice class feature. Or ozone. Those light rays are not something you want to get too close to.


Weapon of Justice (Su):
You enact justice against your enemy, striking them with the same blade they hold.

Benefit:
When an enemy hits you with its weapon, you immediately are aware of any enchantments it carries. At the start of your next turn, as a swift action, you can choose to substitute your weapon's enchantments for the enchantment of any weapon you were struck by in the previous round and the enchantments can be active for a number of rounds equal to your charisma modifier. This includes effects that apply automatically on a hit, such as energy damage or poison, but not those from optional effects or feats, such as Power Attack.

Turnabout is fair play, and that makes this a great feature. Not very useful early on, though. It almost feels like it should be a major trait - not for its power, but because that's when it's going to start being relevant.


Archon Immunities (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
You gain immunity to electricity and petrification.

Yay, immunities! Can't go wrong with immunities. Except magic immunity. Duh.


Armblades of the Archon (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
As a free action, a phim can mold the flesh of her forearms, hardening and sharpening organic matter into the form of powerful magic blades. The phim wields the blades like longswords, and they gain the properties of +2 holy flaming longswords. She can shift back to her “normal” hands as a free action. The armblades cannot be disarmed or sundered, and they automatically assume limb form upon the phim’s death.

Throne archons, right? Very cool, though likely to see no use further down the track.


Aura of Menace (Su):
Your mere presence strikes feat into the hearts of your enemies.

Benefit:
Any hostile creature within a 20-foot radius of a the phim must succeed on a Will save to resist its effects. The save DC is Charisma-based. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the phim that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same phim's aura for 24 hours.

I like it. Lets the other guy know who's in charge around here.


Divine Pact:
You pledge allegiance to a deity in return for some spellcasting power.

Prerequisite:
Must have a patron deity.

Benefit:
The phim gains the ability to cast a small number of divine spells. To cast a spell, the phim must have a Charisma score of at least 10 + the spell's level, so a phim with a Charisma of 10 or lower cannot cast these spells. Phim bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the phim's Charisma modifier. When the phim gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A phim without a bonus spell for that level cannot yet cast a spell of that level.) A phim has access to any spell on the list and can freely choose which to prepare, just like a cleric. A phim prepares and casts spells just as a cleric does (though the phim cannot spontaneously cast cure or inflict spells).

A good phim (or a neutral phim of a good deity) uses the paladin spell list. An evil phim (or a neutral phim of an evil deity) uses the blackguard spell list. A phim who is neither good nor evil and whose deity is neither good nor evil can chose to use the paladin or the blackguard spell list. Once the player makes this choice, it cannot be reversed. The phim's spell's per day are determined by the paladin class table's spells per day progression.

Not sure about the pre-req, but otherwise this is a pretty revolutionary trait. Hit level 8, bam, suddenly a caster. Not the most amazing spell list ever (I weep for those who take Paladin past level 4 for any reason beyond fluff), but all of those buffs will come in quite handy.


Hound Shape (Su):
Your body takes the form of a great hound.

Prerequisite:
Change Shape Angelic Trait

Benefit:
You can assume any canine form of Small to Large size. While in canine form, the phim loses any natural or weapon attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

You ain't nothin' but a hound archon.

Very cool, but I would argue less powerful that Change Shape. For starters, humanoids have opposable thumbs.


Incredible Speed (Ex):
After much practice and training, your wings are capable of greater speeds.

Benefit:
Your fly speed increases to double your land speed.

This I will address in my closing statements, because I have a bit to say on the matter.


Movanic Deflection (Su):
Your keen senses allow you to deflect some projectiles.

Benefit:
Once per round as a free action, a phim can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the phim, she can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the phim succeeds, she deflects the attack. Deflected spells are negated as if counterspelled.

Nice. Definitely something I'd go in for.


Magic Circle Against Evil (Su):
You are unnaturally hard to control with magic.

Benefit:
A magic circle against evil effect always surrounds the phim (caster level equals the phim's hit die).

Very in line with the whole angel thing, for obvious reasons. Could possibly afford to have been a base trait, since it's not the most insane spell out there, but it's fine where it is. Keep in mind that evil Phim can also take these traits.


Planar Traveler (Ex):
Your skin crackles as the lightning bolt washes over you, but you remain unscathed.

Benefit:
The phim is immune to the deleterious effects or traits of any plane it is on. Likewise, the phim is able to breathe in any environment, as if under the effect of a necklace of adaptation.

As a man who prides himself on knowing and using many obscure words, I am delighted and astounded to have found one I don't actually know. Kudos.

Oh, and the trait is nice too.


Protectar's Magnitude (Ex):
The blessings of heaven shine down upon you, as your body and equipment expand in size.

Benefit:
The phim's size category permanently increases to large, altering her ability scores by +4 Strength, +2 Constitution, and -2 Dexterity. Any equipment the phim possesses when the size increase occurs is also permanently increased in size.

Ah yes, because Outsiders can't be affected by Enlarge Person. Probably wouldn't see me using it, I hate taking penalties. But it's a good ability nonetheless.


Telepathy (Su):
You communicate silently with your allies as you stalk your prey.

Benefit:
You gain the ability to communicate telepathically with any creature within 60 feet.

Yoink. I'll take that.


Angel Immunities (Ex):
You are bathed in acid and cold by the wizard, only to brush it off and continue your advance.

Prerequisite:
Archon Immunities Angelic Trait

Benefit:
You gain immunity to acid and cold.

More immunities! If only you hadn't frozen to death in that tundra the level before you could get this...


Blinding Speed (Ex):
You've further improved your wing strength.

Prerequisite:
Incredible Speed Angelic Trait

Benefit:
Your fly speed increases to triple your land speed.

Again, to be addressed later.


Deliverance (Ex):
What do we say to Death?

Benefit:
You are immune to all death spells and magical death effects. They are likewise immune to ability damage, ability drain, and energy drain.

Ooh, excellent. Could always use a way to beat off those pesky ability debuffs. Not dying is probably also a good thing.


Glare of the Celestial Throne (Su):
Repent your sins and pray for forgiveness.

Prerequisite:
Must be of lawful good alignment.

Benefit:
Any nonlawful good creature within 30 feet of the phim that meets her glowing eyes must succeed on a Will saving throw or temporarily fall under her influence. Such a being becomes filled with remorse over the distance his life’s actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature’s alignment.

As much as I like the idea, and it's a good feature, it's keyed toward those of Lawful Good persuasion, for classes that allow any alignment. Since nothing else has really been around to support other alignments (and there have been other things supporting a Lawful/Good alignment), some better representation is recommended.


Protective Aura (Su):
You grow in power and your aura allows you to better shrug off mental effects and spells.

Prerequisite:
Magic Circle Against Evil Angelic Trait

Benefit:
As a free action, a phim can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level is equal to the deva’s Hit Dice. The aura can be dispelled, but the phim can create it again as a free action on its next turn.

The natural evolution of the Magic Circle trait. Looks good to me.


Sight of the Divine (Su):
Your hands take hold of an ethereal trumpet, its sound paralyzing your foes with awe.

Benefit:
The following abilities are always active on the phim’s person, as the spells (caster level equal to the phim's hit dice): detect evil, detect snares and pits, discern lies (DC is charisma based), see invisibility, and true seeing. They can be dispelled, but the phim can reactivate them as a free action.

You appear to have put the wrong fluff on this trait. Good abilities though.


Stony Gaze of the Owl (Su):
You gaze upon the evil-doer, causing him to freeze and turn instantly to stone.

Benefit:
A number of times per day equal the her Constitution bonus, the phim can shoot can shoot twin beams of silver light from her eyes at any opponent within 120 feet. The phim must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a fortitude save or be turned to stone. This ability's save DC is Constitution based.

The phim can use Stone to Flesh on any creature turned to stone by her own eye rays, this spell does not require the target to make a fortitude save to survive the transformation. The caster level for this ability is equal to the phim's hit dice.

Fits the law-enforcing angel archetype. Cool as that is, my previous talk of alignment stands.


Trumpet of Glory (Su):
Your hands take hold of an ethereal trumpet, its sound paralyzing your foes with awe.

Benefit:
Once per day, as a standard action, you summon and play an ghost-like trumpet that effects all enemies near you. All enemies within 100 feet of the blast must succeed a Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based.

Lantern archon! No, wait, I meant trumpet archon! Dammit.

Cool feature, I'd certainly love to use it.



Epic Angelic Traits

I'm not even remotely qualified to discuss epic abilities, so I won't.

Alright, so all things considered, these are nice classes. I probably wouldn't play them myself, beyond picking up a few things, but that's up to my preferences.

On the subject of flight, I think work needs to be done. By the later levels, players want at least 60 ft. flight with good manoeuvrability (based on my experience). To get that with the Phim, they have to either optimise their flight or they're locked into one of these classes. Obviously, you don't want the incentive to stick with either of the classes to be "I want better flight, but I've got these dinky wings on my back." Sure, they're a bit much at lower levels, but past the early mid-level gameplay, they're not going to cut it with most players.

My suggestion would be, as before, to scale the flight. Don't bother with gliding and what-have-you, just start at a lower fly speed (say 15 or 20 ft.), and scale up to a higher speed (anywhere from 60 ft. to 100 ft., I suppose. The first is reasonable, the second is more in line with existing angels). This makes the flight traits redundant, of course, but as I said, you probably don't want those traits alone to be why a player takes the class. Making new traits to replace them would hardly be difficult.

Flight aside, all good stuff. Kudos to you, Loyal.

LoyalPaladin
2017-02-20, 12:48 PM
There's a lot to reply to below, so I'm not going to touch on anything that was just agreement! I'll also state that I laughed at all your humor up front, especially "She blinded me with holy violence!" Hahaha.


That is so unintuitive, and who's even going to read a little detail about rolling a random weight? WotC clearly learned how to simplify much too late.
It's overly complicated, but it gives you an accurate weight, I suppose...


Whoa whoa whoa, you're telling me that the ideal Phim isn't automatically good? These motherflappers need Pelor (or Torm, or Trithereon. I'm not ethicist, just moralist).
I'll touch on this right at the beginning, because I know it comes up at least a few times. Phim are not required to be good. Not even a Phim paragon must be good, as they're more a paragon of an angelic being versus a paragon of good.

However! There are some traits that are locked to only good, lawful or both alignments. This is because angels and archons are predisposed to those alignments and, naturally, you are cut off to some of them if you're not of a matching alignment. Does it suck for those non-good phim? Yes. Does it suck mechanically? Yes. But dem's the breaks. Since this is an angel class, you reap maximum benefit for playing close to home as an angel, but don't suffer majorly for being out of alignment. I'll not key points later. I just don't want to compromise existing angel fluff to bend to the will of fallen angels who complain about their dad while listening to Three Days Grace. :smallwink:


Full BAB, with the two best saves. Much as I love the chassis, I wouldn't be afraid to give it all good saves. Y'know, since this is meant to be the paragon of the Phim, who are Outsiders, and thus possess all good saves. Just a thought.
I was hesitant to do this, but with your later advice on how this isn't the greatest class ever in terms of strength, it might be worth it...


Booooo!

On a more serious note, reasonable bonus that could really bring together an intimidation build. Scary dark angels, sounds cool to me. Being able to switch if your alignment changes is, obviously, a nice touch.
I didn't want an angel that redeemed itself to be stuck in blackened wing land for all of eternity.


This is the only right choice. On an unrelated note, this is the avatar I use basically everywhere except GitP:
http://vignette3.wikia.nocookie.net/powerlisting/images/6/66/Seraphim.jpg/revision/latest/scale-to-width-down/185?cb=20120712105739

Better flight is always a plus. I hate using anything less than good manoeuvrability.
This is my personal favorite as well, if only for the aesthetic. Mechanically, I probably prefer the Justice wings.


This is arguably the most powerful effect of them all. I suppose it depends on the setting. The fact that you have this and no Chaotic counterpart, however, is a strike against both you and this paragon.
There just aren't any interesting chaotic archons to use the wings of. Throne archons are paragons of justice and judgement, so these were thematic. So this sort of falls under my "unwilling to bend over backwards" clause.


Jormengand must have the most annoying itch right now, and the utter inability to figure out why.
http://i.imgur.com/GcJCEP4.gif


This honestly feels a little slow, but I can't judge whether or not that's appropriate without having read the angelic traits. Guess I'll come back to this too.
What do you mean by slow? You never came back to it! :smallfrown:


So +4 when you get it, +5 when you hit level 20. You are an explicitly worse Bard. You can't even share the love around. I think this could afford to be +5 flat.
I'm currently contemplating making the bonus to hit and damage equal to one's CHA bonus. Or, dropping this, shift Reckoning down to 15th level, and inventing a better capstone.


Ouch, that's gotta hurt. I approve, though perhaps allowing it to respond to any damage-dealing attacks would be appropriate, given how late you get it.
Hmmm... I just feel like it's an aura type ability. I shall put thought into this.


Well that's interesting. Granted, racial paragon classes are not expected to be as strong as non-racial classes, but this does feel like it's very behind other characters at this stage (possibly the final stage). Still pretty cool though.
Take this with a grain of salt, do to my above input on the matter. I understand that a paladin/phim paragon could persist Righteous Wrath of the Faithful, but I think perma-haste is fairly decent, albeit a little lack luster... Hmm...


Level 5 entry with a feat that's basically a class feature for THF characters, and a fairly uninteresting feat that's really just tax for the PrC.
I'm a little at a lost will the Prestige, I'll be honest. I'd like it to be somewhere in line with Fist of Raziel, I suppose. But I'd also rather it not just be another full-BAB cleric class. :smallannoyed:


As for the alignment bit, the class is Phim Ascendant. Stop confusing people, you could end up killing a hapless PC who doesn't recognise the evil angel due to its misleading class name!
I think this is an appropriate class to make an alignment restriction for any good. I'll do that.


So it's basically Phim Paragon over less levels, with a consequently faster trait progression and lacking the core feature upgrades, plus divine casting progression. I can dig it, as the kids say. Says the 21 year old.
Yes, I wanted it to get some of the bang, with less of the buck. It is rather dank, as the same kids say. Says the 24 year old to the 21 year old.


Handy, though it becomes irrelevant at 11th level if you're using Phim Paragon. I suppose being applicable for half of your levels is good, so it's hardly an issue. The epic benefit is a very nice addition.
My thoughts exactly. I think it's fitting of a minor trait.


Knowledge without having to invest points? I'll take ten. Geddit?
Heh. I geddit.

On a more serious note, it's not too powerful. Certainly helpful for those hoping to get that Word Archon feel.


She blinded me with holy violence!
Still funny.


This is going to need a self-defence clause. Otherwise evil Ascendants are going to kick a lot more puppies than the average villain. Nice feature otherwise.
Good point, I shall update this. Though the fluff of an animal trusting an angel, only to be taken advantage of does make it that much more evil. I suppose the clause leaves that in tact.


Turnabout is fair play, and that makes this a great feature. Not very useful early on, though. It almost feels like it should be a major trait - not for its power, but because that's when it's going to start being relevant.
I think leaving it as a minor trait doesn't make much difference power wise, but lets you pick it up with your larger amount of minor traits. Sort of a trait management decision on my part.


Throne archons, right? Very cool, though likely to see no use further down the track.
Sword Archon, actually! They're super awesome.

It'll probably fall off. Though I suppose getting imprisoned and stripped of possessions in Baator would leave you fairly lethal still. Especially if you're a decent fighter.


Not sure about the pre-req, but otherwise this is a pretty revolutionary trait.
It's a divine pact, so you must make a pact with the divine!


Very cool, but I would argue less powerful that Change Shape. For starters, humanoids have opposable thumbs.
There are plenty of bigger/nastier-wolf like creatures. How about those horrid dire wolves.


Very in line with the whole angel thing, for obvious reasons. Could possibly afford to have been a base trait, since it's not the most insane spell out there, but it's fine where it is. Keep in mind that evil Phim can also take these traits.
Ah yes, those blasted evil Phim. I'll update this.


As a man who prides himself on knowing and using many obscure words, I am delighted and astounded to have found one I don't actually know. Kudos.
I had to look it up too. :smallbiggrin:


Ah yes, because Outsiders can't be affected by Enlarge Person. Probably wouldn't see me using it, I hate taking penalties. But it's a good ability nonetheless.
Nothing world shattering, but I thought it was worth it. I also wanted to give the Protectar some love.


Yoink. I'll take that.
Mind Siiiiiight!


As much as I like the idea, and it's a good feature, it's keyed toward those of Lawful Good persuasion, for classes that allow any alignment. Since nothing else has really been around to support other alignments (and there have been other things supporting a Lawful/Good alignment), some better representation is recommended.
I've touched on this a couple times now, but this feature is especially important. It comes from the Throne Archon and they're the court of lawful good celestials. Anything less than locking this down to their alignment would be a crime. One that they would probably hunt me down for.


You appear to have put the wrong fluff on this trait. Good abilities though.
I've done this a few times, apparently. I noticed that this morning. I'll amend this when I get some free time...


Alright, so all things considered, these are nice classes. I probably wouldn't play them myself, beyond picking up a few things, but that's up to my preferences.
Totally get that. Honestly, it would be fun with gestalt. But it was meant to make an angel that scales with level. No one would let you play a Solar and if you played a Justice Archon, you'd sit there bored for lots of levels with your 8 RHD and +5 LA. :smallfrown:


On the subject of flight, I think work needs to be done. By the later levels, players want at least 60 ft. flight with good manoeuvrability (based on my experience). To get that with the Phim, they have to either optimise their flight or they're locked into one of these classes. Obviously, you don't want the incentive to stick with either of the classes to be "I want better flight, but I've got these dinky wings on my back." Sure, they're a bit much at lower levels, but past the early mid-level gameplay, they're not going to cut it with most players.

My suggestion would be, as before, to scale the flight. Don't bother with gliding and what-have-you, just start at a lower fly speed (say 15 or 20 ft.), and scale up to a higher speed (anywhere from 60 ft. to 100 ft., I suppose. The first is reasonable, the second is more in line with existing angels). This makes the flight traits redundant, of course, but as I said, you probably don't want those traits alone to be why a player takes the class. Making new traits to replace them would hardly be difficult.
Hmm... I see your point here. I might work on this a bit over time. But for now, I'll have to leave it.

Morcleon, dear Morcleon, pointed out that Air Heritage from Planar Handbook would boost you up to 60ft of movement speed, if you really needed it.


Flight aside, all good stuff. Kudos to you, Loyal.
Thank you, friend. I really appreciate the feedback.