Disclaimer: I opted to repost this as I have done some reorganization and want to have the Dominion and Throne up at the top. I am also very much looking for mechanical advice in addition to flavor advice, so anything that could be provided on that front would be most appreciated.
First, what is Gates of Heaven? To put it briefly, it is an attempt to take over where Dicefreaks failed with their Light From On High project and give Archons the power and respect they deserve. Alternately, you can read this passage from the original thread, courtesy of Pair'O'Dice Lost:
To make it easier to get proper feedback on the various phases of the project each part has been split into its own thread. In this particular instance; I, Iamyourking, second place in the January 2010 Monster Competition for my own angel, have taken up the task of statting out the High Castes of the Archons. The High Castes fill the Challenge Ratings between the Throne Archon's 17 and the estimated late fourties to early sixties of the unique Archons who are in charge. Think of them sort of like a combination of the aristocracy and the upper ranks of the bureaucracy; fulfilling important roles in the power structure and day to day running of Celestia. I have decided to start small (Or at least as small as CR 22 can be considered) and work my way up starting with the Principality; the weakest of the High Castes.
SpoilerPrincipality, the Patron of Civilization
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 29d8+203 (337 hp)
Initiative: +10
Speed: 50 ft. (15 squares), fly 150 ft. (Good)
Armor Class: 49 (-1 size, +6 dexterity, +10 armor (+5 moderate acid resistance mithril breastplate), +10 natural, +7 deflection, +7 sacred), touch 22, flat-footed 40
Base Attack/Grapple: +29/+41
Attack: +6 defending, merciful quarterstaff +42 melee (1d10+18) or +4 holy longsword +39 melee (2d6+12+2d6 against evil/ 19-20 x2) or slam +39 melee (2d8+8)
Full Attack: +6 defending, merciful quarterstaff +42/+37/+32/+27 melee (1d10+18) or +4 holy longsword +39/+34/+29/+25 melee (2d6+12+2d6 against evil/ 19-20) and slam +39 (2d8+8) or 2 slams +39 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, summon archons, turn evil
Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, outsider traits, regeneration 7, resistance to cold 20, resistance to fire 20, spell resistance 37, teleport, tongues
Saves: Fort +25, Ref +22, Will +28
Abilities Str 26, Dex 22, Con 24, Int 26, Wis 28, Cha 24
Skills: Bluff +39, Concentration +38, Craft (Any one) +41, Decipher Script +41, Diplomacy +39, Gather Information +39, Heal +42, Intimidate +39, Knowledge (History) +41, Knowledge (Local) +36, Knowledge (Religion) +41, Knowledge (The Planes) +41, Search +41, Sense Motive +42, Spellcraft +41, Spot +42, Use Magic Device +39
Feats: Augment Summoning, Empower Spell, Heighten Spell, Improved Initiative, Purify Spell, Quicken Spell, Spell Penetration, Widen Spell
Epic Feats: Improved Metamagic (x2)
Environment: The Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or delegation (3-5)
Challenge Rating: 25
Treasure: No coins, double goods, standard items plus +6 defending merciful quarterstaff, +4 holy longsword, and +5 moderate acid resistance mithril breastplate.
Alignment: Always Lawful Good
Advancement: –
Level Adjustment: –
This mighty being is at least half again the height of a tall man and swathed in both billowing robes of green, blue and white and shining armor emblazoned with designs of feathered wings and a seven tiered mountain. The only exposed parts of its body are its stern gray-featured face, topped with a magnificent seven-pointed crown, and its gleaming bronze wings, which catch and reflect the surrounding light in such a way that a corona blazes at its back. It holds aloft a long metal rod in its hand, the design a cross between a royal scepter and a holy symbol; but the jeweled hilt of a sword protruding from its robe shows it to be far from helpless. Feelings of order and respect for the strength of civilizations sweep over you just by looking at it.
It is said that every mortal of good virtue and moral character, demonstrating the traits of both good and law, has an archon who watches over them. The same thing holds true for nations who embody these virtues; but as they are both much rarer and faced with problems far beyond those of individual mortals they receive proportionally stronger patrons. These are the Principalities, the weakest of the Archon High Castes and the protectors and teachers in equal measure of lawful good societies.
Each Principality is assigned a civilization by their superior in the Dominions, three castes up the ladder, and is charged with teaching them the virtues officially sanctioned by Celestia as being the best way for mortals to conduct their civilizations. Upon receiving an assignment, the Principality is left to his own devices for the most part for a period of 343 years. Once this period has passed, the Dominion in charge conducts an inspection of the civilization. If it is judged to be demonstrating the proper virtues in the proper quantities, then the Principality receives a promotion and is assigned to a new city. If a Principality reaches the pinnacle of its caste; it is judged as to whether it led more by forcibly removing evil and protecting the populace, at which point it is promoted to an Authority, or by serving as an example and teacher to the people as to what true goodness looks like, at which point it becomes a Virtue.
As the Principalities were both relatively weak and numerous, many of them were corrupted by Triel, Belial, and Eblis before the Great Fall. However, since they kept their basic peaceful nature, not many actually participated in the battles and as such were not noticed until their inspection came up and their societies were revealed to be corrupt and despotic. Although the more overtly evil civilizations were fixed in time, many of the more powerful Principalities were subtle with their actions to the point where Erathaol was forced to personally establish a bureau dedicated to finding and rooting out the corruption.
Combat
As befits beings primarily concerned with the growth and patronage of mortal civilizations, Principalities are not particularly inclined towards combat and will only fight if pressed. Still, they are no cowards and will not hesitate to draw their swords in defense of their pupils.
They will first attempt to talk an aggressor down before resorting to their Aura of Menace to try and scare them away. Failing that, they use Hold Person or Hold Monster on the one they perceive as the leader before again trying to talk them down; this time with more menace in their tone. If the whole group is a potential threat they will attempt the Mass versions of the hold before using other nonlethal spells and their staffs, including the Rod of Command effect. Only against fiends and those truly driven to do evil will they use their swords or most powerful spells, first whisking away innocents or attempting to take the battle somewhere collateral damage is not an issue.
Anyone taken alive, with the exception of fiends who are generally slain outright, are likely to undergo a lengthy program to rehabilitate them and make them produce members of the Principality’s chosen society. In most cases this is just a matter of showing them true mercy and kindness along with the efforts of the other members of society; but particularly nasty or stubborn individuals will likely receive a Mark of Justice to keep them on the straight and narrow. In the most extreme of cases the Principality will use Sanctify the Wicked, but they are required to either defend any such use to their supervising Dominion or receive prior approval from said supervisor or higher.
Aura of Menace: As per the Archon ability, save DC is 34
Regeneration: A Principality’s regeneration is overcome by evil-aligned weapons and spells with the evil descriptor
Spells: Principalities can cast divine spells as 22th-level clerics. A principality has access to two of the following domains: Air, CommunityBOED, Good, Law, and Protection. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/9/9/8/8/8/7/6/6/6); (save DC 22 + spell level):
0—create water, detect magic, guidance (2), resistance (2); 1st—bless (extended) (2), cause fear, detect evil, divine favor (extended) (2), entropic shield, sanctuary*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength, consecrate (2), eagle’s splendor, elationBoED, shield other*; 3rd—daylight, glyph of warding, invisibility purge, magic circle against evil, protection from energy*, prayer, refreshmentBoED, wind wall; 4th—death ward (2), discern lies, dismissal, greater luminous armorBoED, greater status*, neutralize poison (2); 5th—break enchantment, commune, dispel evil, enlarged hallow, mark of justice, plane shift, scrying, telepathic bond*; 6th—banishment, heal (2), heroes’ feast*, mass owl’s wisdom, undeath to death, word of recall; 7th—bastion of goodBoED, heal (quicked), holy word, regenerate, repulsion*, symbol of stunning; 8th— fire storm (purified), greater spell immunity, heal (quickened), holy aura, mind blank*, spread of contentmentBoED; 9th— earthquake (widened), end to strifeBoED, etherealness, gate, mass heal*, sanctify the wickedBoED, miracle.
*Domain spell. Domains: Community and Protection.
Spell-like Abilities: at will: charm monster, commune, cure critical wounds, consecrate, detect evil, detect magic, lightning bolt, greater dispel magic, greater invisibility, greater teleport (self plus 2,000 pounds), hallow, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, wall of force. 3/day: chain lightning, greater restoration, holy aura, holy word. 1/day: mass heal. 1/week: miracle, storm of vengeance. The save DCs are Charisma-based.
Summon Archons Pending reorganization of lesser archons
Turn Evil: As per the Cleric ability, but also functioning on evil outsiders and elementals. Such entities have turn resistance equal to half their HD.
Possessions: Principalities all carry their +6 defending, merciful quarterstaffs, which can be used as Rods of Epic Command and double as their holy symbols, +4 holy longswords, and Crowns of Protection +7. When the rods use all of their stored power, they do not crumble into dust and instead must be recharged in Celestia.
Now for the Authority, the military elite of Celestia:
SpoilerAuthority, the Defenders of Heaven
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 36d8+468 (634 hp)
Initiative: +13
Speed: 70 ft. (14 squares) in full plate, base 80 ft., fly 240 ft. (Good)
Armor Class: 56 (-1 size, +18 +10 acid warding, heavy fortification fullplate, +1 Dex, +21 natural, +7 sacred), touch 17, flat-footed 55
Base Attack/Grapple: +36/+55
Attack: Huge +5 flaming burst, holy power, keen jovar +57 melee (4d6+28+1d6 fire+1d6 and 1 negative level against evil/16-20x2+1d10 fire+6d6 and 2 negative levels against evil) or slam +49 melee (2d8+15)
Full Attack: Huge +5 flaming burst, holy power, keen jovar +56/+51/+46/+41 melee (3d6+28+1d6 fire+1d6 and 1 negative level against evil/16-20x2+1d10 fire+6d6 and 2 negative levels against evil) or 2 slams +49 melee (2d8+15)
Space/Reach: 10 ft/10 ft
Special Attacks: Paladin abilities, smite evil, spell-like abilities, summon archons
Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., glorious visage, immunity to electricity and petrification, low-light vision, outsider traits, regeneration 13, resistance to cold 20, resistance to fire 20, spell resistance 39, teleport, tongues
Saves: Fort +33, Ref +25, Will +33
Abilities Str 40, Dex 20, Con 36, Int 26, Wis 28, Cha 22
Skills: Concentration +51, Diplomacy +44, Heal +47, Intimidate +44, Knowledge (Religion) +46, Knowledge (The Planes) +46, Spot +47, Use Magic Device +44
Feats: Combat Reflexes, Consecrate Spell-Like AbilityBoED, Endurance, Hold the LineCWar, Improved Bull Rush, Improved Initiative, Power Attack, Shock Trooper, Steadfast DeterminationPH2
Epic Feats: Dire Charge, Great Smiting, Spellcasting Harrier, Superior Initiative
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or with 2d20 sword archons
Challenge Rating: 27
Treasure: Triple standard plus Huge +5 flaming burst, holy power, keen jovar, Large +10 acid warding, heavy fortification fullplate, and Strongarm Bracers
Alignment: Always Lawful Good
Advancement: -
Level Adjustment: -
This huge man is at least as tall as a giant, but much more heavily built beneath its burnished red armor and silver mail skirt; which are seemingly no hindrance despite their bulk. Wings of iron sprout from its broad back, reaching a span of thirty feet when fully spread. It wears a high crested helm with two gilded wings sweeping from the temples and a raised visor that exposes its handsome face. In its hands is a massive curved sword with winged quillions, twice the height of a man, which burns with white fire and is obviously honed to a razor’s edge. Just looking at it fills you with courage and the desire to protect the innocent from harm.
The heavens are a place of war. Certainly this war is done in just cause; to defend beings all across the cosmos from the ravening hordes of the Tanar’ri, the traitorous and malevolent forces of the Yuguloths, and above all else the fearsome legions of the Baatezu; but the hosts of the upper planes are always at war nonetheless. This has lead to a great deal of angels who are great warriors and fierce fighters, seasoned in a thousand battles, and of these veterans the best may rise to a position in the warrior elite of Celestia, becoming an Authority.
The Authorities are the best soldiers the Heavens have to offer, both in terms of personal skill and leadership abilities. Each has served for millennia in the armies, and after the disaster of the Great Fall their loyalty is vetted to ensure they are absolutely incorruptible; a necessary precaution as each commands more than a million Archons and reports directly to one of the Hebdomad, this is usually Raziel but Barachiel and Sealtiel both have several dozen Authorities under their aegis and even peaceful Erathaol and Pistis Sophia have two or three. These armies consist of a mix of every kind of Archon; with auxiliaries consisting of angels, metallic dragons, powerful petitioners, and good-aligned creatures from all across the planes organized to best complement each other. It is quite common for Old or older Bronze dragons to volunteer their services as mounts for the Authorities, as the only thing scarier to a fiend than an Authority is an Authority riding a dragon.
Authorities have reached the point where they have very little to do with mortals directly due to their grand scope of their actions; but Principalities have the right to petition an Authority to protect their pupils. These requests are rarely denied as Principalities have proven themselves wise enough to know when celestial aid is truly required. Similarly, Authorities can be summoned like any other non-unique Outsider; although they are likely to demand the summoner’s reasoning for taking them from their duties. If the reasoning is found wanting, the Authority will sternly rebuke them and leave; although the summoner is not likely to face any punishment unless they repeatedly transgress.
The Authorities were hit the hardest by the Great Fall; as many of them greatly admired Eblis, who had once held a high rank among their number, and followed him out of loyalty. At the same time, Triel was focusing his propaganda efforts on them to try to get as many soldiers on his side as possible; often ingratiating his pawn Moloch, himself a notable warrior, into their circles. As such, when Eblis, Triel, and Belial declared open rebellion, almost half of the Authorities went with them. Although some of them surrendered and successfully sought redemption, while others abandoned their former masters to join the Daemons and Demons, the majority stuck with their new leaders as they were cast out and put their skills to use in their armies; even now Eblis’ generals consist almost entirely of fallen Authorities.
Combat
Authorities are cautious and defensively minded, but nevertheless stalwart opponents and solid, dependable allies...once their trust has been gained. Authorities are likely to engage the most powerful opponents in melee after precasting several defensive spells. An authority’s natural weapons, as well as any weapons it wields, are treated as both good and lawful-aligned and epic for the purpose of overcoming damage reduction.
As skilled judges of strength, Authorities are likely to stay back to keep a firm hand on the situation if they feel that their allies can handle it; although they will stay close enough that their allies can benefit from Glorious Visage. Otherwise, they will Dire Charge the strongest enemy and keep increasing their Power Attack until they start missing. If their enemies are spread out or out of reach, they will use Chain Lightning and press the attack. Every round past that, they will evaluate the situation and determine what to do; if a withdrawal is necessary they will cover the retreat of their allies before teleporting away, using Power Word Stun and Wall of Force to hinder their foes.
Aura of Menace (Su): As per the Archon ability, save DC is 36
Glorious Visage (Ex): The presence of an Authority is inspiring to its allies and dreadful to its foes. All allies within 180 feet of an Authority receive a +2 morale bonus to armor, attacks, and saves along with immunity to fear. Enemies within that radius must make a DC 41 will save or be shaken, which stacks with the effect of Aura of Menace. (The save DC is Charisma based).
Paladin Abilities (Ex): Authorities possess Paladin abilities of a level equivalent to half their Hit Dice (rounded down).
• Aura of Courage (Ex): Authorities are immune to fear. Any allies within a 10 foot radius gain a +4 morale bonus against fear effects.Smite Evil (Su): As per the Paladin ability; Authorities can smite evil 7/day and deal +72 damage due to their Great Smiting feat.
• Divine Grace (Ex): Authorities add their Charisma modifier to their saving throws.
• Divine Health (Ex): Authorities are immune to all diseases.
• Lay on Hands (Ex): Authorities can heal up to 108 hit points per day by touch.
• Remove Disease (Su): Authorities can remove disease 5/week.
• Spells: Authorities can cast spells as 18th-level Paladins. The save DCs are Wisdom-based. Typical Paladin Spells Prepared (6/4/4/3); (save DC 19 + spell level): 1st-divine favor (3), protection from evil (2), resistance; 2nd-bull’s strength, eagle’s splendor, owl’s wisdom, shield other; 3rd-discern lies, magic circle against evil, remove blindness/deafness, remove curse; 4th-break enchantment, dispel evil, restoration.
• Turn Undead (Ex): Authorities turn undead as 19th-level clerics.
Spell-like abilities: at will: charm monster, commune, cure critical wounds, consecrate, detect evil, detect magic, lightning bolt, greater dispel magic, greater invisibility, greater shout, greater teleport (self plus 2,000 pounds), hallow, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, wall of force. 3/day: chain lightning, greater restoration, holy aura, holy word. 1/day: mass heal. 1/week: miracle, storm of vengeance. The save DCs are Charisma-based, caster level is 43.
Summon Archons (Su): Pending reorganization of the lower levels
Possessions: Authorities wield +5 flaming burst, holy power, keen jovars, and wear +10 acid warding, heavy fortification fullplate, and Strongarm Bracers*.
*As described in the Magic Item Compendium, granting them the ability to use weapons one size larger than normal.
Martial Variant:
Spoiler
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 36d8+468 (634 hp)
Initiative: +5
Speed: 70 ft. (14 squares) in full plate, base 80 ft., fly 240 ft. (Good)
Armor Class: 56 (-1 size, +18 +10 acid warding, heavy fortification fullplate, +1 Dex, +21 natural, +7 sacred), touch 17, flat-footed 55
Base Attack/Grapple: +36/+55
Attack: Huge +5 flaming burst, holy power, keen jovar +57 melee (4d6+28+1d6 fire+1d6 and 1 negative level against evil/16-20x2+1d10 fire+6d6 and 2 negative levels against evil) or slam +49 melee (2d8+15)
Full Attack: Huge +5 flaming burst, holy power, keen jovar +56/+51/+46/+41 melee (3d6+28+1d6 fire+1d6 and 1 negative level against evil/16-20x2+1d10 fire+6d6 and 2 negative levels against evil) or 2 slams +49 melee (2d8+15)
Space/Reach: 10 ft/10 ft
Special Attacks: Initiator abilities, smite evil, spell-like abilities, summon archons
Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., glorious visage, immunity to electricity and petrification, low-light vision, outsider traits, regeneration 13, resistance to cold 20, resistance to fire 20, spell resistance 39, teleport, tongues
Saves: Fort +33, Ref +25, Will +33
Abilities Str 40, Dex 20, Con 36, Int 20, Wis 28, Cha 22
Skills: Balance +43, Concentration +51, Diplomacy +44, Intimidate +44, Knowledge (Religion) +46, Knowledge (The Planes) +46, Martial Lore +46, Spot +47
Feats: Combat Reflexes, Endurance, Hold the LineCWar, Improved Sunder, Ironheart Aura, Power Attack, Steadfast DeterminationPH2, Stormguard Warrior
Epic Feats: Adamantine General, Dire Charge, Dual Stance Mastery, Great Smiting, Spellcasting Harrier, Strike of the Duel Adept
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or with 2d20 sword archons
Challenge Rating: 27
Treasure: Triple standard plus Huge +5 flaming burst, holy power, keen jovar, Large +10 acid warding, heavy fortification fullplate, and Strongarm Bracers
Alignment: Always Lawful Good
Advancement: -
Level Adjustment: –
All abilities are as listed in the previous statblock
Initiator Abilities: Authorities can initiate maneuvers as 18th level Warblades, except for having Devoted Spirit instead of Tiger Claw and access to the Silver Crane Discipline (Here,courtesy of the SorcererStudios.com, Libram of Battle, and ErrantX specifically).
• Battle Ardor: +8 to confirm criticals
• Battle Clarity: Bonus of +8 to Reflexes which is not counted in the statblock
• Battle Cunning: +8 against flat-footed or flanked opponents
• Battle Mastery: +8 to attack and damage on attacks of opportunity
• Battle Skill: +8 to oppose bull rush, disarm, feint, overrun, sunder, or trip attempts
• Improved Uncanny Dodge: As barbarian
• Maneuvers: Authorities know every maneuver and stance in the disciplines they have access to and can change them given five minutes of uninterrupted prayer. They have 6 maneuvers and 4 stances prepared at any given time and refresh them in the same fashion as a Warblade.
Epic Martial Feats by Krimm Blackleaf
Spoiler
Dual Stance Mastery [Epic]
You are capable of holding yourself in a way to gain multiple benefits.
Prerequisites: Martial Lore 12 ranks, ability to use at least one 9th level maneuver, and an 8th level stance.
Benefit: You are capable of using two martial stances simultaneously, or if you have a class feature that gives you this benefit(such as the warblade or master of nine) you are instead capable of using three. You are also capable of taking two swift actions a round, so long as one of them is used to go into a martial stance.
Strike of the Dual Adept [Epic]
You have the ability to strike your foes with double the power you are normally capable of using.
Prerequisites: Martial Lore 30 ranks, ability to use one 9th level maneuver, and at least two martial strikes.
Benefit: You are capable of using two strikes, two counters or two boosts simultaneously, so long as each includes a single strike that takes a single standard or full-round action. An exception to this is if the strike or boost involves multiple attacks, which can either be combined if both strikes or boosts is associated with multiple attacks per round, they can be used in conjunction.
Adamantine General [Epic]
You have the power of a full battalion in your own simple strength of arm, you are a true master of the Iron Heart discipline.
Prerequisites: Balance 24 ranks, Str 25, Improved Sunder, Ironheart Aura, Power Attack, Stormguard Warrior, ability to use the strike of perfect clarity and adamantine hurricane maneuvers.
Benefit: You gain a bonus to attack rolls equal to your Int modifier while in an Iron Heart stance or using an Iron Heart strike(the bonuses to not stack if using an Iron Heart strike while in an Iron Heart stance). Whenever you use the adamantine hurricane maneuver the reach of your attacks increase by 5 feet.
Whenever you use the Power Attack feat, the extra damage dealt by your attack is equal to 2 for every 1 you take from your attack roll, or 3 damage for every -1 to attack if wielding a two-handed weapon. If using an Iron Heart maneuver to sunder an opponent's weapon and the sunder is successful, you can effect them with the same maneuver. If the maneuver only effects your sunder attempt, you may instead use any other Iron Heart strike you have readied without expending it. Lastly, you gain a +4 bonus on attack rolls to sunder a weapon, or attempts to avoid having your weapon sundered.
Third comes the Virtue, the embodiments of the mercy and kindness that only Law can provide.
Spoiler
Virtue, the Heralds of Holiness
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 38d8+266 (441 hp)
Initiative: +13
Speed: 60 ft (12 squares), fly 240 ft. (perfect)
Armor Class: 46 (+9 Dex, +20 natural, +7 sacred), touch 26, flat-footed 37
Base Attack/Grapple: +38/+41
Attack: Slam +41 (1d6+3)
Full Attack: 2 slams +41 (1d6+3)
Space/Reach: 5 ft/5 ft.
Special Attacks: Hands of light, spells, spell-like abilities, summon archons
Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., immunity to electricity and petrification, inviolable, low-light vision, outsider traits, regeneration 7, resistance to cold 20, resistance to fire 20, spell resistance 41, teleport, tongues
Saves: Fort +28, Ref +30, Will +39
Abilities Str 16, Dex 28, Con 24, Int 28, Wis 34, Cha 30
Skills: Concentration +46, Decipher Script +53, Diplomacy +50, Gather Information +50, Heal +53, Intimidate +50, Knowledge (Arcana) +53, Knowledge (History) +53, Knowledge (Religion) +53, Knowledge (The Planes) +53, Listen +53, Perform (Any) +50, Search +53, Sense Motive +53, Spellcraft +53, Spot +53, Use Magic Device +50
Feats: Empower Spell, Greater Spell Penetration, Improved Initiative, Nimbus of Light, Spell Focus (Good), Spell Penetration, Purify Spell, Words of Creation
Epic Feats: Epic Spell Penetration, Epic Nimbus of Light*, Permanent Emanation (Consecrate), Spell Stowaway (Heal)
Environment: Seven Mounting Heavens of Celestia or Any (Material)
Organization: Solitary
Challenge Rating: 29
Treasure: None
Alignment: Always Lawful Good
Advancement:-
Level Adjustment: -
In sharp contrast to the equally awesome and inspiring Archons that you have encountered in the past, this humble being appears downright normal. No larger than a man, and a slight man at that, the only tells to its otherworldly nature are a slight bluish cast to its skin, translucent wings, and an almost unearthly beauty. It bears no weapon or ostentatious regalia; only a simple white robe that its wings protrude from and an almost imperceptible glow to its gentle hands. Despite this, the presence it exudes is like if a god had taken mortal form to walk among you; such is the overwhelming feeling of good in its purest and greatest form.
The virtues extolled by the heavens are manifold, justice, mercy, charity, chastity, and many more; all codified in such a way to avoid the inefficiencies of the guardianals and eladrin. Unfortunately there are so many of these that no mortal, or even archon, could possibly remember every ruling that Celestia has made on proper behavior. This role is taken up by the Virtues, essentially the physical manifestation of law and good. Chosen from the most accomplished Principalities or from Authorities that have been deemed to be inadequate representatives of virtues beyond courage, a Virtue’s ruling can be overwritten only by specifically designated Powers or by the Hebdomad themselves.
In sharp distinction from other Archons, the duties and obligations of a Virtue are kept rather loose; beyond promoting good and eschewing combat they are largely left to their own devices. Virtues can be seen acting as ambassadors to the other planes, traveling the mortal coil, serving as spiritual support to the Guardians, or taking it upon themselves to exemplify one particular virtue in their every act for the purpose of modeling; all of which are considered to be perfectly acceptable by their leaders, although a Virtue may be shadowed without their notice to ensure that everything is as they claim.
As pacifists, few Virtues turned during the Great Fall; mostly former Authorities who resented their new positions like the infamous Moloch. Still, Belial was once a Virtue himself and knew how highly their opinions were valued. As a result, he made a point of enlisting Surgat to ferret out Virtues of questionable loyalty and morals for the purposes of propaganda. Many of the lesser Archons filling out the rank and file were seduced by the arguments made by these traitor Virtues; who are now enjoying important positions in the Denomination of Propaganda and the court of Beelzebub, who had, through Surgat, ensured their loyalty.
Combat
Dedicated to peace, Virtues will only use lethal force when their lives, or those of many innocents, are at serious risk. If confronted they will first use any possible means to resolve the situation peacefully, trusting in their Inviolable ability to keep them safe. Failing this, they will use nonlethal spells or their left hands to debilitate foes beyond being able to fight; if necessary calling Archons to protect them while they do so. Still, anyone who harms a Virtue is likely to receive a swift end at the hands of the Authorities and those Virtues who are undergoing dangerous missions such as diplomatic missions to the Lower Planes are likely to travel with a heavy guard; devils may be trusted to keep their promises but daemons will betray them at the nearest opportunity while demons won’t make them at all, and all three groups contain many individuals that can muster the needed willpower to strike a Virtue.
Aura of Menace (Su): As per the Archon ability, save DC is 41
Hands of Light (Su): A Virtue’s left hand casts Restoration on any Good or friendly Neutral things that it touches while its right casts Heal under the same circumstances. Evil or hostile Neutral targets instead receive Bestow Curse and Inflict Serious Wounds respectively.
Inviolable (Su): As the greatest representatives of peace and law in the planes, Virtues are virtually immune to the horrors of war. A Virtue or any ally within 75 feet cannot be physically harmed in any way unless the Virtue has either committed any sort of violence that day or their attacker passes a Will save at DC 39, which allows them to hurt the Virtue for 24 hours (10+ half Hit Dice+ Charisma modifier). Allies lose this if they commit any sort of violence while under the Virtue’s protection and anyone who successfully passes the Will save and harms the Virtue grants any allies who can see them another save.
Regeneration (Su): A Virtue’s regeneration is overcome by epic and evil-aligned weapons and spells with the evil descriptor
Summon Archons (Su) Pending reorganization of lesser archons
Spells: Virtues can cast divine spells as 28th-level clerics. A Virtue has access to two of the following domains: Air, CelestialBOED, Good, Healing, Law. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5); (save DC 22 + spell level)
0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, detect evil, entropic shield, light of luniaSpell Compendium, protection from evil, shield of faith, vision of heaven*BoED; 2nd—align weapon, bear’s endurance (2), bull’s strength, consecrate (2), cure moderate wounds*, eagle’s splendor, elationBoED, gentle repose, luminous armorBoED; 3rd—awaken sinSpell Compendium, blessed sight*, daylight, glyph of warding, invisibility purge, magic circle against evil, magic vestment, prayer, refreshmentBoED, wind wall; 4th—blood of the martyrBoED, cure critical wounds*, death ward (2), discern lies, dismissal(2), greater luminous armorBoED, neutralize poison (2); 5th—atonement, break enchantment, commune, dispel evil, hallow, mark of justice, mass cure light wounds*, plane shift, scrying, symbol of sleep; 6th—banishment, call faithful servantsBoED*, exalted raimentBoED, heroes feast, mass owl’s wisdom, quest, revive outsiderSpell Compendium, undeath to death, word of recall; 7th—bastion of goodBoED, greater restoration (2), holy word, regenerate*, repulsion, shield of the archonsBoED, symbol of stunning; 8th—earthquake, fire storm (2), greater spell immunity, holy aura*, mass cure critical wounds, spread of contentmentBoED, wall of greater dispel magicSpell Compendium; 9th—end to strifeBoED, etherealness, gate, mass heal*, sanctify the wickedBoED, miracle (2), true resurrection.
Spell-like abilities: at will: charm monster, commune, consecrate, cure critical wounds, detect evil, detect magic, lightning bolt, greater dispel magic, greater invisibility, greater shout, greater teleport (self plus 2,000 pounds), hallow, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, wall of force. 3/day: chain lightning, greater restoration, holy aura, holy word. 1/day: mass heal. 1/week: miracle, storm of vengeance. The save DCs are Charisma-based, caster level is 45.
*Epic Nimbus of Light [Epic, Exalted]
The character is physically marked forever as a mighty servant of good.
Prerequisites: Cha 19, Nimbus of Light.
Benefit: Good creatures automatically recognize the symbol now emblazoned on the character as a sign of her incredible power and reputation for good. She gains a +6 circumstance bonus on Diplomacy and Intimidate checks made against good creatures (this stacks with the bonus from the Nimbus of Light feat).
Furthermore, all good creatures within 30 feet of her gain a +2 sacred bonus to saves.
The Alchemical guarding the gate implanted alternate personalities in you that will turn you against the party if you attack the Overseer. Just so you know I didn't pull this out of nowhere when Ebony and Alier, along with anyone else he manages to get between now (8/29/2014) and then, attack the rest of you.