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    Default The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    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:
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    Quote Originally Posted by PairO'Dice Lost View Post
    The Gates of Heaven: A Community Homebrewing Project

    Introduction
    There have been several threads in the Roleplaying Games forum in the past few days concerning Asmodeus, his power level, his origins, the Lower Planes' relationship to the Upper Planes, and so forth, culminating in a thread asking why Celestia doesn't get the same attention and treatment as Baator and the Abyss. After a bit of a tangent discussing the Dicefreaks treatment of Baator (the nine-part Gates of Hell PDF) and the fact that Dicefreaks' own Upper Planes project has seemingly been stalled indefinitely, it was suggested that the homebrewers here take on the project of doing the same for Celestia (and, if things turn out well and there's enough enthusiasm, possibly other planes as well).

    That's where you come in, homebrewers. This thread is to be a place for interested parties to join the project, suggest topics to cover, call dibs on particular aspects they want to brew, and otherwise contribute to the project. Here's what we've decided to address thus far:
    • Stat up the Hebdomad, the seven-archon council in charge of Celestia.
    • Explore the Hebdomad's personalities, goals, etc.
    • Stat up any minor Powers mentioned in the lore and/or create new ones to fit.
    • Re-stat the existing archons to make their power level and capabilities more in line with the devils and demons of roughly equal purpose and CR.
    • Explore archons' and Celestia's relationship with the Prime, the other Upper Planes, and the Lower Planes.
    • Look at the nature of Lawful Good, Celestia's particular philosophies, and such to improve on the BoED take on things.
    • Brew up PrCs for mortal aspirants/worshipers, feats for archons, and other pertinent homebrew.

    Basically, if you're familiar with the Gates of Hell, Frank and K's Tome of Fiends, or other drastically-expand-the-flavor-and-background-and-rejigger-the-stats projects, you have an idea of what we're planning on doing.

    A Note on Canonicity
    The goal is to stick as close to the existing D&D lore as much as possible, so familiarity with 2e Planescape and 3e planar material on the celestials (such as it is) is desirable. However, don't feel constrained by this or hesitant due to lack of canon familiarity; you can always stat things up, provide suggestions, and so forth and let the Planescape buffs tie things together. Also, we will be avoiding the issue of the creation story, Jazirian, Asmodeus, and such as much as possible so as to allow people with differing takes on that to work on this project together without arguments getting in the way. As I proposed in the other thread, the best route is to express the general opinion of the archons regarding the origin of the Wheel with something along these lines:

    ...and leave determination of truth or falsehood of a given myth to individual DMs who use the material.

    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.
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    Principality, 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:
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    Authority, 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.
    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.
    Smite Evil (Su): As per the Paladin ability; Authorities can smite evil 7/day and deal +72 damage due to their Great Smiting feat.
    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:
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    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
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    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.
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    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.
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    Thank you to Ceika for the signature and avatar.

    Read Sons of the Fallen here

  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Then the Dominions, Celestia's administrators and masters of the Principalities
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    Dominion, the Hierarchs of Heaven
    Large Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 42d8+546 (613 hp)
    Initiative: +8
    Speed: 80 ft. (16 squares), fly 240 ft. (good)
    Armor Class: 54 (-1 size, +7 armor, +8 Dex, +7 sacred, +25 natural), touch 15, flat-footed 48
    Base Attack/Grapple: 42/+55
    Attack: Liber Sanctus +47 (1d8+9+3d6 and 1 negative level against evil/+6d6 and two negative levels)
    Full Attack: Liber Sanctus +47/+42/+37/+32 (1d8+9+3d6 and 1 negative level against evil/+6d6 and two negative levels)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Spells, spell-like abilities, summon archons, voice from on high
    Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, outsider traits, protective aura, regeneration 7, resistance to cold 20, resistance to fire 20, spell resistance 43, teleport, tongues
    Saves: Fort +33, Ref +31, Will +37
    Abilities Str 24, Dex 26, Con 30, Int 30, Wis 34, Cha 26
    Skills: Bluff +26, Concentration +54, Craft (Any two) +54, Diplomacy +52, Gather Information +52, Heal +58, Intimidate +52, Knowledge (Arcana) +54, Knowledge (History) +54, Knowledge (Religion) +54, Knowledge (The Planes) +54, Listen +58, Perform (Sing) +52, Search +54, Sense Motive +58, Spellcraft +64, Spot +58, Use Magic Device +52
    Feats: Consecrate Spell, Eschew Materials, Exalted Spell Resistance, Purify Spell, Quicken Spell-Like Ability (Mass Heal), Spell Penetration, Words of Creation
    Epic Feats:Automatic Quicken Spell (x2), Epic Skill Focus (Spellcraft), Multispell (x3)
    Environment: Seven Mounting Heavens of Celestia
    Organization: Solitary or with 3 Principalities and 10 Throne Archons
    Challenge Rating: 31
    Treasure: Sanctus Libri, Libra Justicia, Robes of Protection
    Alignment: Always Lawful Good
    Advancement: -
    Level Adjustment: -

    This celestial is perhaps the most human you have seen so far, with none of the unearthly beauty of the Virtue or the massive bulk of the Authority. Even the Principality is less human, with its gray skin and metallic wings. It looks like a perfectly ordinary human; if one sized up to ten feet in height and with a pair of surprisingly short swan-like wings and bluish gray hair. Its garb is evocative of both a priest and a judge, with white robes stitched with golden geometric shapes on the edges. It carries only a hefty tome in its left hand and a set of golden scales in its right, both glowing with a soft light.

    The heavens are a sprawling place, with uncounted billions of souls and petitioners filling its great cities and the endless expanses around them. To manage and control such a vast populace is a herculean task beyond even the god-like Hebdomad, so the Dominions were created to rule over the heavens in their stead and handle the day to day management of Celestia. The tasks required of the Dominions are manifold; acting as governors to the great cities or the expansive plains, ambassadors to deities or major planar powers, aids to the Hebdomad and the Powers, overseers of the Principalities, dispatchers of the Authorities, and countless other tasks required to keep Celestia running smoothly. The Dominions recruit from the best of the Principalities and from those Authorities who request a transfer away from the field, having seen enough bloodshed to last them from an eternity. As a general rule the Virtues don’t often see promotion beyond the very rare occasions that one becomes a Power, but it is not unknown for one of the Hebdomad to decide that a given Virtue could do more good as a Dominion and promote them from there. On the other side, the Council of Thrones is always recruited from the Dominions, and virtually all of the Powers come from their ranks as well; even some of the Hebdomad are rumored to have served as Dominions at one point or another.
    Dominions have nothing at all to do with the Material Plane, to the point where only the most knowledgeable or those who have done something worthy enough to obtain an audience would know much of anything about them. Civilizations that have been blessed by the presence of a Principality may know of their existence in a vague fashion, as the overseer to their mentor, but with little to no details. Only the most powerful mortal mages could summon a Dominion into the material, and even they would only do so under the most dire of circumstances.
    The story of Dominions in the Great Fall is a tragic one, as the leader of the rebels, the brilliant Triel, had once been the greatest of their number before he became a Power. Not many Dominions fell with him, but his loss was a black stain on the otherwise flawless reputation of the Dominions that took millennia to remove. The few fallen Dominions now serve as administrators in Phlegthos and Maladomini; Moloch had installed a few in Malebolge after his coup but they were tortured to death by Lillith upon her return to power.

    Combat
    Like Virtues, Dominions will eschew combat whenever possible, considering it to be crude and beneath them. If they are engaged in combat, they will call for reinforcements and use their powerful Shouts and spellcasting to disrupt the enemy and flee if necessary. While not pacifists, they will only use lethal spells in the most dire of circumstances; preferring to incapacitate enemies using nonlethal means. The only exceptions are Fiends and members of the Fallen, who will be destroyed using every means available. Those who were promoted directly from Authority tend to be more aggressive, only using nonlethal means if the enemy is little to no threat to either the Dominion or those around them.

    Aura of Menace (Su):As per the Archon ability, save DC is 39.

    Libra Justicia: Just as the book gives the bearer the power of Good, the scales provide the power of Law. Anyone holding the Libra Justicia has a permanent Shield of Law effect, which comes back 24 hours later if dispelled. In addition, it may be used to weigh the soul of anything that has died within the last minute; instantly sending them to their proper reward. From that point onward, any attempts to raise the fallen individual require the caster to beat the Dominion in an opposed caster level check.

    Robes of Protection: These shining white robes are inlaid with threads of adamantine, mithril, and even more esoteric materials to protect their wearer. They provide a +7 armor bonus, 75% resistance to critical hits and sneak attacks, and protection from the first hostile spell per round against the wearer.

    Sanctus Libri: The books carried by Dominions contain information on every Archon and petitioner that they rule over, providing a one page biography of each of them. Although it appears to be a hefty tome, it actually contains tens of thousands of pages; which the owning Dominion can open to any page they want. Anyone who tries open a Dominion’s book without their permission suffers 3d6 Strength damage per round that they persist (DC 45 Fortitude save for half) and immediately alerts the owner. A Dominion can scry upon or telepathically communicate with anyone listed in their book; this functions as an epic spell for the purposes of anti-magic fields and the like. In addition, a Liber Sanctus can be used as a Large +3 Holy Power Club.

    Spell-like abilities (Su): 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 49.

    Spells: Dominions can cast divine spells as 30th-level clerics. A Dominion has access to two of the following domains: Air, CelestialBOED, Good, Healing, Law. The save DCs are Wisdom-based. (All spells up to 6th level are quickened)
    Typical Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5); (save DC 24+spell level, 25 for spells with the law subtype)
    0 – cure minor wounds, guidance (2), resistance (2), virtue; 1st – bless (2), bless water, divine favor, entropic shield, protection from chaos, shield of faith (2), vision of heavenBOED*, 2nd – calm emotions*, bear’s endurance, bull’s strength, eagle’s splendor, enthrall, hold person, lesser restoration, owl’s wisdom, spiritual weapon; 3rd – blessed sight*, daylight, luminous armorBOED, magic circle against chaos, magic vestment, Phieran’s resolve BOED, prayer x2, stone shape; 4th – death ward, dismissal, dimensional anchor, discern lies, greater luminous armor BOED, order’s wrath*, restoration (2), sending; 5th –dispel chaos*, energetic healing BOED, greater command x2, inquisitionBOED, symbol of sleep, true seeing, wall of stone; 6th –blade barrier, exalted raiment BOED, forbiddance, geas/quest, heal, hold monster*, word of recall; 7th – control weather, dictum x2, greater restoration, heavenly lightning storm*BOED, heaven’s trumpetBOED, holy word; 8th –antimagic field, dimensional lock, earthquake, greater spell immunity, holy aura*, last judgmentBOED, quickened repulsion; 9th –consecrated fire storm, energy drain, gate*, sanctify the wickedBOED, miracle x2

    Summon Archons (Su): Pending reorganization

    Voice From On High (Su): Dominions speak with the weight of ultimate authority and their word is unquestionable. Their Greater Shout spell-like ability is automatically maximized and forces anyone who fails a Will Save to cower. Furthermore, 7/day, a Dominion can create a Dominate Monster effect on everything within 70 feet; being deafened or otherwise unable to hear what the Dominion is saying provides a +10 circumstance bonus. The save DC is Charisma based. The Dominion cannot exempt his allies from it; but any Dominion of equal or higher seniority, along with any Throne, Power, or member of the Hebdomad are immune to it. Curiously, this also applies to members of the Fallen who once held these ranks including, but not limited to, Baalzebul, Belial, and Eblis.

    Finally the Thrones, the legislature of Heaven
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    Throne, the Celestial Senators
    Large Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 45d8+450 (656 hp)
    Initiative: +4
    Speed: 0 ft. (0 squares), fly 300 ft. (perfect)
    Armor Class: 56 (-1 size, +12 deflection, +7 sacred, +28 natural), touch 28, flat-footed 56
    Base Attack/Grapple: 45/+58
    Attack: Fire bolt +58 ranged (6d10 fire damage)
    Full Attack: 4 fire bolts +58 ranged (6d10 fire damage)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Spells, spell-like abilities, summon archons
    Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., immunity to electricity, fire, and petrification, low-light vision, outsider traits, regeneration 7, resistance to cold 20, spell resistance 45, teleport, tongues
    Saves: Fort +31, Ref +24, Will +37
    Abilities Str 22, Dex 10, Con 24, Int 32, Wis 36, Cha 32
    Skills: 19 maxed skills, one with 19 ranks
    Feats: Extend Spell, Improved Initiative, Nonlethal Substitution, Persist Spell, Purify Spell, Quicken Spell, Words of Creation
    Epic Feats: Automatic Quicken Spell x2, Enhance Spell, Improved Metamagic x2, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Multispell x2
    Environment: Seven Mounting Heavens of Celestia
    Organization: Solitary
    Challenge Rating: 33
    Treasure: Burning Throne, [i]Garment of the Highest[i]
    Alignment: Always Lawful Good
    Advancement: -
    Level Adjustment:

    The appearance of this Celestial is a mystery, shrouded as it is in voluminous black robes that prevent you from telling much about its build or body shape beyond the fact that it seems to be humanoid and is the inevitable 10 feet tall. Even its face is covered by a combination of its black hood and a featureless mask, with only pinpricks of golden light shining out at eye level. The only exposed flesh is its hands, which are slate-gray and slender; with long fingers that are steeped in front of it. Dwarfing the archon is its massive throne hovering several feet above the ground, which is made of some unknown silver-gray metal and covered in a corona of flames that can be felt even from this distance. The back of the throne is reminiscent of a wheel with seven spokes, each of which terminates in a melon sized sphere of some material; silver, gold, pearl, crystal, platinum, emerald, and a light that flickers through the spectrum.

    Although the mighty Zaphkiel is the absolute leader of Celestia in name, he prefers to stay in isolation in Chronias; where nobody save the Hebdomad and a few chosen messengers can follow. To act in his place, he founded the Council of Thrones upon the creation of the lesser archons, appointing eighteen of the wisest and purest of their number to deal with affairs concerning the entire plane and serve as an advisory body for the Hebdomad. Their number never exceeds eighteen, with three from each of the first six layers of the heavens. Of these three; one is chosen by the Hebdomad of the layer, one is elected by the Dominions from their number, and one is personally selected by Zaphkiel to serve as his representative. Although in theory the Hebdomad could select any archon they wished, they have never been recorded appointing anyone other than a Dominion, or on rare occasions a Power that was willing to accept a decrease in personal power in exchange for more political power. Zaphkiel’s appointments, however, have been from every stratum in society, to the point where he once made a Lantern Archon that had been a mortal only hours ago a Throne. Although many questioned his actions, the fact that said Throne went on to earn Celestia millions of new petitioners through its unwavering support for mortal affairs and is rumored to have become the twenty-sixth Erathaol silenced criticism of his actions.
    Upon ascension to Throne, archons relinquish their name and identity and are from that point onward known only by a code derived from which of the thrones they occupy and where in the succession they held it. Should they ever cease to be a Throne, they will take new names rather than return to who they used to be, as the title changes them forever. If there are any fallen Thrones, then they obviously no longer go by those titles; but the Council and the Hebdomad refuse to confirm or deny whether any members of the illustrious council have ever fallen from grace.

    Combat:

    Aura of Menace (Su):As per the Archon ability, save DC is 45.

    Burning Throne: The exact origin of these thrones is unknown, as they predate the memories of any Archon in Celestia; save perhaps Zaphkiel. Some say that they are made from the sundered essence of the Supreme Virtue, or that they were her last gifts to her children before expiring, while others claim that they are Zaphkiel’s work, forged in preparation for the creation of the Archons. Regardless of where they came from, they are almost indestructible and are only given to the eighteen Thrones; with the throne passing down to a worthy successor upon the death or promotion of its current bearer. The powers of the throne are manifold; with a +12 deflection bonus to AC, a persistent Fire Shield that does 2d8+15 damage to anyone attacking the bearer and provides immunity to fire, the ability to fly at 300 feet per round with perfect maneuverability, and the ability to shoot fire bolts which do 6d10 damage, half of which is divine damage and half is fire. In addition, the thrones of each layer provide a different effect which are as follows, with spells cast at Caster Level 20:
    Lunia: Protectors and defenders, the thrones of Lunia are able to, 1/day, create a Wall of Force effect with a total area of 700 square feet; the caster can decide the height and width. It cannot be dispelled short of epic magic, with Disjunction spells having a 0.5% chance per caster level (Rounded down) of working, and lasts as long as the caster wishes; although each Throne can only have one wall up at a time. An invisible curtain that casts Dispel Magic and creates hurricane force winds to enemies hangs up as far as the Throne wishes.
    • Mercuria: The martial fury of the Golden Heaven unleashed, the Thrones of Mercuria can cast Maximized Fire Storm 2/day and exude an aura that provides a +4 inspiration bonus to Strength and Constitution to all allies within 70 feet. They are also capable of granting skill at arms to those who will fight for good; and can create a Divine Power effect on up to ten mortals at any given time. This effect lasts until the Throne chooses to dismiss it or attempts to grant the power to an eleventh mortal, at which point the one who has had it the longest loses it.
    • Venya: The nurturing Thrones of Venya can cast Expanded Mass Heal 3/day and Heal at will. Although they are not cosmic entities, any divine caster who worships a member of the Hebdomad or any Lawful Good deity can pray to them to prepare any spell from the Healing domain. This takes five minutes and can be done at any time, but they will be unable to prepare spells normally for 24 hours. The greatest of their powers though is the ability to resurrect, without any penalties, any non cosmic entity that has been permanently killed once per year.
    • Solania: Save Erathaol, there are none more knowledgeable in the heavens than the Thrones of Solania. Their Thrones provide a permanent +4 untyped bonus to Intelligence along with a +10 to all Knowledge skills. In addition, they can spontaneously cast any Divination spell and cast Soul Scry 1/day with a casting time of one minute. Finally, they are considered to be legitimate targets for Commune or Contact Other Plane; there is no chance of mental damage from the latter and they never lie but are otherwise treated as intermediate deities.
    • Mertion: In Mertion, nothing is valued as much as self-sacrifice to achieve one’s goals. A Throne of Mertion can spontaneously cast any spell, even ones that would not normally be on their spell list, by taking Constitution damage equal to the level of the spell in question. This cannot kill them, but if their Constitution would be reduced to 0 or lower they become totally unable to act for 24 hours. This damage can only heal naturally, Restoration and its ilk have no effect. They can also grant boons to any mortal or mundane Archon that beseeches them and willingly takes Constitution damage. In this case, either the supplicant decides how much Constitution to give up and the Throne acts depending on the mortal’s need, their devotion, and how much of a sacrifice they are giving or the supplicant requests something and the Throne decides the sacrifice. The Throne will only declare the supplicant sacrifice their lives in the most extreme of situations, but if it is willingly offered (With the caveat that they refuse resurrection or immediately become a petitioner) the boon will be all the greater. These boons include casting any of their prepared spells through the mortal, providing healing, resurrecting the dead (This is not done lightly, the sacrifice is likely to be great), and summoning Archons to their aid.
    • Jovar: While protection, bravery, mercy, knowledge, and sacrifice are all necessary to achieve good; the last step before enlightenment is peace. It is this that the Thrones of Jovar represent, and to perform that duty anyone within 345 ft. is subject to a Calm Emotions spell with no save allowed. For devils and other cold-blooded killers, a Throne can apply a Hold Monster effect on up to 14 creatures that they or any devoted follower of Good can see. This lasts until the Throne decides to lift it or attempts to Hold a 15th creature and the save DC is 44 (10+ half Hit Dice+ Charisma modifier). Their final ability is one that only the most dedicated servants of Good can be entrusted with; they are capable of casting Sanctify The Wicked without any cost. This is not taken lightly, but there is no means more effective than that for preserving Good.
    The sole throne of Chronias has even greater abilities and is in the possession of Melchizedek the High Judge, the greatest of the Powers.

    Garment of the Highest: These voluminous robes are woven from a fabric of incredible toughness and flexibility, giving a 49% miss chance to all attacks against the bearer and the ability to cast Superior Invisibility 7/day (Caster Level 30).

    Spell-like abilities (Su): 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 49.

    Spells: Thrones can cast divine spells as 32nd-level clerics. A Throne has access to two of the following domains: Air, CelestialBOED, Good, Healing, Law. The save DCs are Wisdom-based.
    Typical Cleric Spells Prepared (6/9/8/8/8/8/6/6/6/6); (save DC 25+spell level, 26 for spells with the law subtype)
    0 – cure minor wounds, guidance (2), resistance (2), virtue; 1st – bless (2), bless water, divine favor, entropic shield, protection from chaos, shield of faith (2), vision of heavenBOED*, 2nd – calm emotions*, bear’s endurance, bull’s strength, eagle’s splendor, enthrall, hold person, lesser restoration, owl’s wisdom, spiritual weapon; 3rd – blessed sight*, daylight, luminous armorBOED, magic circle against chaos, magic vestment, Phieran’s resolve BOED, prayer x2, stone shape; 4th – death ward, dismissal, dimensional anchor, discern lies, greater luminous armor BOED, order’s wrath*, restoration (2), sending; 5th –dispel chaos*, energetic healing BOED, greater command x2, inquisitionBOED, symbol of sleep, true seeing, wall of stone; 6th –blade barrier, exalted raiment BOED, forbiddance, geas/quest, heal, hold monster*, word of recall; 7th – control weather, dictum x2, greater restoration, heavenly lightning storm*BOED, heaven’s trumpetBOED, holy word; 8th –antimagic field, dimensional lock, earthquake, greater spell immunity, holy aura*, last judgmentBOED, quickened repulsion; 9th –consecrated fire storm, energy drain, gate*, sanctify the wickedBOED, miracle x2

    Summon Archons (Su): Pending reorganization of lower levels


    All High Caste Archons use the following rules:
    Spoiler
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    Armor Class: The High Caste Archon acquires a +7 sacred bonus to its Armor Class.
    Special Qualities: All High Caste Archons have the following:
    • Immunity to electricity and poison.
    • Resistance to cold 20 and fire 20.
    • Telepathy 500 feet.
    • Damage reduction: The Archon acquires a DR of 15/epic and evil
    • Regeneration (Ex): Regeneration equal to the Archon’s Constitution modifier. They take normal damage from evil-aligned weapons and spells with the evil descriptor.
    • Spell Resistance equal to the Archon’s Challenge Rating + 12.
    • Immunity to polymorphing, petrification, or any other attack
    that alters its form.
    Call Archons (Sp) : Pending
    Special Attacks, and Spell-like Abilities or Psionics:
    The base caster level for such abilities is always HD + 7
    • Aura of Menace: As per the Archon ability, save DC is 12+1/2 HD+ Charisma modifier.
    • All High Caste Archons gain the following 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.
    • The High Caste Archon is not obligated to pay sacrifice costs for sanctified spells as described in the Book of Exalted Deeds, although they can if they wish; generally if they are trying to set a good example. Alternately, they can opt to delay paying the sacrifice by up to a week.


    All Archons here are open for critique and proofreading, with any help appreciated.

    Note: Before it comes up, it is possible that the names and lore may be changed to avoid drawing too many parallels to real world religion. The main thread has already been subject to this debate and it does not need to be repeated here.

    Second Note: The Powers and Hebdomad are replacing the kerubim and seraphim respectively so that there can still be 7 levels.
    Last edited by Iamyourking; 2011-10-19 at 11:49 PM.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    (Reserved just in case)
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    The Dominions have a lot of unused body slots for an epic threat. I would recommend semi decent stat enhancers to round out the list.


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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    I am trying to avert the Christmas Tree Effect by having a few powerful items rather then being festooned with less important things; as per Immortal's Handbook and Dicefreaks doctrine. The Dominion already has more items then any of them to begin with, with three, I don't intend to give it any more.

    I don't suppose you have any excuse for providing absolutely no content or contribution for the last several months?
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Quote Originally Posted by Iamyourking View Post
    I don't suppose you have any excuse for providing absolutely no content or contribution for the last several months?
    Excuse no. Legitimate reasons yes: I was tired of starting arguments that derailed the project, like this one or the whole Dicefreaks vs WOTC ones most of which happened by accident. I also disagreed with how the project was moving forward so I decided to remove myself so you guys could get on with it.
    To some it up: I thought my continued presence would be detrimental, so I got out of the way.


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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Well, I can't say I'm sad to see you go; although you should have formally tendered your resignation before abandoning your duties.

    In any event, the titual throne is mostly complete and just needs signature abilities for each of the layers. Suggestions are still recommended.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Just to move this up a bit, I am still around and have in fact finished the Dominion. However, I'm unsure what would be iconic for the three remaining Throne powers I've got left; as I haven't been able to find a lot of information about the layers of Celestia.

    In a non business related note: Look at my shiny new Virtue avatar! I'm hoping for a complete set so I can rotate between them, but this is still nice.
    Last edited by Iamyourking; 2011-04-17 at 03:15 PM.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    I'm still working on the Throne and have no intention of stopping, but it would really help if someone would acknowledge the work I'm doing and comment on it.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    I can definitely see some really cool things going on here.

    For the thrones, and the remaining layers: I feel like you should go with a sort of pattern you have here;

    • Lunia: Protection
    • Mercuria: Destruction
    • Venya: Healing
    • Solania: Religion?
    • Mertion: Devotion
    • Jovar: Peace

    For Solania: I was going to say watching, but that almost doesn't seem to fit (maybe it does? Not quite sure), but I did have an idea for the throne archon and other archons in Solania; maybe when a cleric casts Commune, and their deity is otherwise occupied, or they don't worship a deity, the Throne archon is the one who gives them their answer, or alternatively a lesser archon. It would be an interesting side to an otherwise religious study-devoted layer of celestia, the heavenly beings that reside there giving advice to the mortals who seek their guidance. I kind of want to make a class based around this, something like a Heavenly Shepherd (obviously not for the archons, but rather a class that communes with the archons that live in Solania for spiritual advice; thoughts?).

    Mertion seems like the Paladin capital, so Zealotry or Devotion seem good. I am not sure how that would translate into spell effects, but maybe you could come up with something? Alternatively, or supplementarily, the Throne archon could have a theme of sacrifice? I think there are spells in the BoED that allow you to take Constitution damage to gain an effect. Oh! You could give them a sort of smite that, when they deal damage to an evildoer, they heal 2 points of Constitution damage. This combines for a sort of dual theme of retribution as well as sacrifice, synergizing for maximum flavor! I hope that made sense. It would probably have to be a bonus ability, since Burning Throne appears to only be spell effects.

    As for Jovar; Peace seems ideal, here. The idea of jewels and wealth is sort of that you can't acquire them unless your world is in harmony; the addition of Sealtiel the defender as the Tome Archon means that it is further protected. The idea that you need to know peace before you can go to Chronias also has some sort of symbolism. For spell effects; something like Sanctuary, maybe? A paralyzing effect, perhaps, in addition.

    I hope that helps! I really love the idea of the Throne Archons.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Thanks, that helps a ton. I think I'm still going to try and get a sort of rough draft of Azazel first; but your suggestions are very helpful.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Guess what, I'm not dead! The Throne is now finished aside from the spell-list; but since nobody really cares about that at the moment, I figured I'd show off the fact that the High Castes are now essentially done. Primary things to note are the Throne's special abilities.
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Those throne archons are beautiful.
    Like, actually amazing. *Slow claps*
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    Default Re: The Archon High Castes Mk. II [Gates of Heaven] (PEACH)

    Why thank you, they drew from your suggestions for inspiration.
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