1. - Top - End - #2
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Variant Angels

    Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

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

    Angel, Cometar
    Size and Type: Medium Outsider (Angel, Extraplanar, Good)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +7
    Speed: 30ft (6 squares) fly 60ft (good)
    Armor Class: 27 (+3 dex, +11 natural, +3 shield), touch 13, flat-footed 24
    Base Attack/Grapple: +6/+11
    Attack: +1 flaming frost warhammer +12 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
    Full Attack: +1 flaming frost warhammer +12/+7 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spell-like abilities, cometstrike
    Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues
    Saves: Fort +7, Ref +8, Will +8
    Abilities: Str 20, Dex 16, Con 14, Int 16, Wis 16, Cha 16
    Skills: Concentration +11, Craft or Knowledge (any three) +12, Diplomacy +12, Escape Artist +12, Hide +12, Intimidate +12, Listen +12, Move Silently +12, Sense Motive +12, Spot +12, Use Rope +3 (+5 with bindings)
    Feats: Cleave, Improved Initiative, Power Attack
    Environment: Any good-aligned plane
    Organization: Solitary, pair, squad (3-5) or platoon (6-12)
    Challenge Rating: 7
    Treasure: No coins; double goods; standard items, warhammer as above, +1 heavy steel shield
    Alignment: Always good (Any)
    Advancement: 7-9 HD (Medium), 10-12 HD (Large)
    Level Adjustment: +4

    You see before you a creature no taller than a larger human, maybe an orc, but more like an elf in stature. It wields a hammer in one hand and holds a shield in the other. Its face seems far more perfect than any human's, even any elf's, and it has large, white-feathered wings which it carries with ease and grace, and which, in turn, carry it in kind.

    Knowledge Check DC Result
    16 This is a cometar angel, a low-ranking angel.
    21 Cometars are capable of making powerful dive attacks with their hammer, unlike most creatures.
    26 Cometars move much slower than most other angels - about as fast as one might expect a winged human to fly.
    31 Cometars are usually used as scouts for the angelic army, though they are also capable of subduing weaker demons, and mortal soldiers.
    36 (Reveal the cometar's monster entry)

    Cometars are lower-ranking angels who usually attack together in platoons. They wield +1 heavy steel shields as well as warhammers

    Spell-Like Abilities
    At will—aid, continual flame, detect evil, discern lies (DC 17), 5/day - dispel evil (DC 18), dispel magic, holy aura (DC 21), holy smite (DC 17), invisibility (self only), remove curse (DC 16), remove disease (DC 16), remove fear (DC 14); 2/day—cure light wounds (DC 14), see invisibility. Caster level 6th. The save DCs are Charisma-based.

    Change Shape (Su)
    Cometars can assume the form of any small or medium humanoid.

    Cometstrike (Ex)
    Cometars can attack with any weapon as part of a dive and if their attack hits, it is automatically a critical hit.

    Angel, Lunar
    Size/Type: Large Outsider (Angel, Extraplanar, Good)
    Hit Dice: 20d8+80 (170 hp)
    Initiative: +13
    Speed: 50 ft. (10 squares), fly 200 ft. (good)
    Armor Class: 34 (-1 size, +9 Dex, +16 natural), touch 19, flat-footed 26
    Base Attack/Grapple: +20/+25
    Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33 Ranged (1d8+10) or slam +25 Melee (2d8+10)
    Full Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33/+28/+23/+18 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33/+28/+23/+18 Ranged (1d8+10) or two slams +25 melee (2d8+10)
    Space/Reach: 10 ft./10 ft.*
    Special Attacks: Spell-like abilities, spells, sneak attack (10d6), Graceful Strike, Reselect Domains
    Special Qualities: Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 29, tongues
    Saves: Fort +16 (+20 against poison), Ref +21, Will +19
    Abilities: Str 20, Dex 28, Con 18, Int 22, Wis 24, Cha 28
    Skills: Concentration +27, Craft or Knowledge (any three) +29, Diplomacy +32, Disable Device +29, Escape Artist +32, Hide +31, Listen +30, Move Silently +31, Open Lock +32, Sense Motive +30, Spellcraft +29, Spot +32, Survival +7 (+9 following tracks), Use Rope +8 (+10 with bindings)
    Feats: Cleave, Dodge, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
    Environment: Any good-aligned plane
    Organization: Solitary or kill team (2-3)
    Challenge Rating: 20
    Treasure: No coins; double goods; standard items, Glaive and shortbow as above, masterwork thieves' tools
    Alignment: Always good (any), usually neutral good.
    Advancement: 20-30 HD (Large); 31-60 HD (Huge)
    Level Adjustment: -

    *The Lunar's glaive allows it to attack foes 15 or 20 feet away, but it can't use it to attack foes within its natural reach and must resort to using its slam attacks.

    This is not a creature of the shadows, but they serve it well - it appears to be a being of good, though good does not always mean savory. It has the look on its face of one who has seen too much, and yet it still moves with poetic grace and murderous intent at once.

    Knowledge Check DC Result
    30 This is a lunar angel, an angelic assassin.
    35 Lunars are capable of striking at vital organs the same way a rogue does.
    40 Lunars move quickly, and always carry the right weapon for the job.
    45 Lunars are specially tasked to kill one specific enemy or group of enemies. Their weapons and spells are chosen in advance to kill that foe, and they will retreat when their task is complete.
    50 (Reveal the lunar's monster entry)

    Lunar angels are the quiet assassins of the angelic hierarchy. They wield weapons of the correct bane and alignment for the creature they're trying to kill. They tend to be neutral good so that they can wield axiomatic or anarchic weapons without penalty. Each glaive is perfectly made for the Lunar destined to wield it, and they resize only to match the wielding Lunar's size. They also carry tools for breaking into their target's abode if needed.

    Change Shape (Su)
    Lunars can assume the form of any small or medium humanoid.

    Sneak Attack (Ex)
    Lunars can sneak attack as a rogue of the same level.

    Spells (Ex)
    Lunars cast spells as an 18th-level cleric. They usually have the trickery domain and one other. They prepare spells for each individual encounter.

    Reselect Domains (Ex)
    Lunars do not have fixed domains. Whenever they prepare spells, they choose new domains from which to prepare spells. They usually choose trickery, and one other.

    Spell-Like Abilities
    At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), lesser restoration (DC 21), remove curse (DC 21), remove disease (DC 22), remove fear (DC 20), resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue; 3/day—blade barrier (DC 25), earthquake (DC 27), heal (DC 25), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 26), power word blind, power word kill, power word stun, prismatic spray (DC 26), wish. Caster level 18th. The save DCs are Charisma-based.

    The following abilities are always active on a lunar’s person, as the spells (caster level 18th)
    Detect evil, detect snares and pits, discern lies (DC 23), see invisibility, true seeing. They can be dispelled, but the lunar can reactivate them as a free action.

    Graceful Strike (Ex)
    Lunars are skilled with their glaives, and add their dexterity modifier instead of their strength modifier to attack rolls with any glaive they wield.

    Sample Lunar
    This Lunar is attempting to fight demons. It wields a holy evil-outsider-bane glaive and an axiomatic chaotic-outsider-bane shortbow, and has the following spells prepared (DC 17 + spell level):

    0 - Detect Magic (3), Mending (2), Resistance, 1st - Disguise Self *, Endure Elements (2), Protection from Evil (3), Shield of Faith (2) 2nd - Align Weapon (2), Cat's Grace (3), Find Traps (2), Invisibility*, 3rd - Dispel Magic (2), Protection from Energy Remove Curse, Remove Disease, Magic Circle Against Evil (3)*, 4th - Confusion*, Dismissal (3), Divine Power, Freedom of Movement (2), 5th - Dispel Evil (3)*, Righteous Might, Slay Living, Wall of Stone, 6th - Blade Barrier (2), Greater Dispel Magic, Mislead*, Quest, Word of Recall (2), 7th - Dictum (2), Ethereal Jaunt, Screen*, Greater Scrying, 8th - Discern Location, Earthquake, Polymorph Any Object*, Shield of Law, 9th - Etherealness, Storm of Vengeance, Time Stop*

    *Domain Spell. Domains: Trickery and Good.

    Angel, Cosmic
    Size/Type: Colossal Outsider (Angel, Extraplanar, Good)
    Hit Dice: 35d8+525 (682 hp)
    Initiative: +5
    Speed: 30 feet, fly 120 feet (good)
    Armor Class: 28, touch 7, flat-footed 23 (-8 size, +5 dex, +21 natural)
    Base Attack/Grapple: +35/+68
    Attack:Holy Power +54 melee (6d8+35) or Divine Might +42 ranged (6d8+27) or Slam +44 melee (4d8+17)
    Full Attack:Holy Power +54/+49/+44/+39 melee (6d8+35) or Divine Might +30/+30/+25/+25/+20/+20/+15 ranged (6d8+17) or Slams +44/+44 melee (4d8+17)
    Space/Reach:30 ft./30 ft.
    Special Attacks: Spell-like abilities, spells, immediate request
    Special Qualities: Change shape, damage reduction 30/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 30, resistance to electricity 10 and fire 10, spell resistance 46, tongues, feat mastery, salience (Gift of Life)
    Saves:Fort +34, Ref +24, Will +34
    Abilities:Str 44, Dex 20, Con 40, Int 26, Wis 40, Cha 26
    Skills:Concentration +53, Craft or Knowledge (any six including religion and nature) +46, Diplomacy +46, Escape Artist +43, Hide +43, Listen +53, Move Silently +43, Search +46, Sense Motive +53, Spellcraft +46, Spot +53, Survival +15 (+17 following tracks), Use Rope +5 (+7 with bindings)
    Feats:Cleave, Dire Charge (E), Epic Spellcasting (E), Great Cleave, Greater Two-weapon fighting, Improved Initiative, Improved Sunder, Improved Two-weapon fighting, Perfect Two-weapon fighting (E) Power Attack, Track, Two-weapon Fighting
    Environment: Any good-aligned
    Organization: Solitary
    Challenge Rating: 38
    Treasure: No coins, double goods, standard items.
    Alignment: Always good (any)
    Advancement: 36-52 HD (Gargantuan), 53-70 HD (Colossal)
    Level Adjustment:

    A cosmic angel wields the incarnations of holy power (melee two-handed) and divine might (two ranged one-handed), which are treated as manufactured weapons, though the damage they deal . Their attacks with any weapon are treated as epic and good for purposes of damage reduction. If they're lawful or chaotic, their attacks are also treated as that alignment.

    Knowledge Check DC Result
    45 This is a cosmic angel, a creature far more powerful than any other angel. A platoon of cosmics could seriously threaten their divine master.
    50 Cosmics have access to spells on request, and have abilities that they have no right to wield.
    55 Cosmics use epic spells to slay their enemies instantly. Those who are immune to such effects may fall victim to the cosmic's final sacrifice.
    60 Cosmics actually have a single ability inherited from divinity, though they are themselves not quite divine.
    65 (Reveal the cosmic's monster entry)

    Change Shape (Su)
    A cosmic can assume the form of any humanoid.

    Spells (Ex)
    Cosmic Angels can cast spells as a cleric of their own level except as noted below. They know the following epic spells: Momento Mori (DC 45), Ultimate Blessing of the Faithful (DC 35)*, Vengeful Gaze of God (DC 35)

    *Heal seed, dispels ability drain and negative levels gained within 52 weeks, 1-action casting time,

    Immediate Request
    Unlike clerics, Cosmic Angels do not prepare spells. They simply cast spells off the cleric spell list in a similar manner to a beguiler (or a sorcerer who knew all the spells on his spell list). However, this does not allow them to cast any epic spell in existence: they are still restricted to the spells on their list. While the Cosmic given above doesn't have any metamagic feats, Cosmics who do have metamagic feats can apply them spontaneously without increasing casting time.

    Feat Mastery
    Cosmic angels can take feats without meeting their prerequisites and don't lose the benefit of feats they don't qualify for. The example cosmic angel given above uses this to attain Perfect Two-Weapon Fighting.

    Many Cosmic Angels have different feats, some taking metamagic feats and Improved Spell Capacity to cast even more powerful spells.

    Salience
    Cosmic Angels are nearly gods in their own right, and inherit a single Salient Divine Ability from the god they serve, or a Salient Divine Ability that matches their beliefs or abilities if they serve none (or the god doesn't have any, or only has ones that the Cosmic doesn't qualify for). They are treated as rank 0 when determining the effects of these abilities, so some are unhelpful to them. The sample cosmic has the Gift of Life Salient Divine Ability.

    Spell-like abilities:

    Spell-Like Abilities
    At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 22), imprisonment (DC 27), invisibility (self only), lesser restoration (DC 20), remove curse (DC 21), remove disease (DC 21), remove fear (DC 19), resist energy, summon monster VII, speak with dead (DC 21), waves of fatigue, blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, waves of exhaustion; 3/day—greater restoration (DC 25), power word blind, power word kill, power word stun, prismatic spray (DC 25), true resurrection, wish. Caster level 35th. The save DCs are Charisma-based.

    The following abilities are always active on a cosmic’s person, as the spells (caster level 35th)

    detect evil, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but the cosmic can reactivate them as a free action.
    Last edited by Jormengand; 2015-06-24 at 10:15 AM.