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    Lightbulb [Creature] I believe there are angels amongst us...

    Angel, Waguli



    Our love is deeper that the holler, stronger than the rivers
    Higher than the pine trees growin' tall upon the hill
    Our love is purer than the snowflakes that fall in late December
    Honest as a robin on a springtime window sill
    And longer than the song of the Whip-poor-will...


    Medium Outsider (angel, extraplanar, good)
    Hit Dice: 9d8+36 (76 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares), fly 90 ft. (good)
    Armor Class: 26 (+4 dex, +12 natural), touch 14, flat-footed 22
    Base Attack/Grapple: +9/+12
    Attack: +1 natural ironwood quarterstaff +13 melee (1d6+3) or +1 longbow of +3 distance +14 melee (1d8+3) or slam +13 melee (1d8+3)
    Full Attack: +1 natural ironwood quarterstaff +13/+8 melee (1d6+3) or +1 longbow of +3 distance +14 melee (1d8+3) or slam +13 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dusk's lament, karma, mistress of spirits, spell-like abilities
    Special Qualities: Damage reduction 5/evil, darkvision 60 ft., feathered shape, hide in plain sight, immunity to acid, cold, and petrification, low-light vision, outsider traits, protective aura, resistance to electricity 10 and fire 10, spell resistance 26, wild tongues
    Saves: Fort +12, Ref +10, Will +11
    Abilities: Str 17, Dex 19, Con 18, Int 14, Wis 21, Cha 17
    Skills: Concentration +16, Knowledge (nature) +16, Handle Animal +15, Hide +16, Listen +17, Move Silently +16, Perform (sing) +15, Sense Motive +17, Spot +17, Survival +19
    Feats: Blind-Fight, Great Fortitude, Hear the Unseen, Improved Initiative, Two-Weapon Fighting(B), Track(B)
    Environment: Wilderness of the Beastlands
    Organization: Solitary, pair, or flight (3–5)
    Challenge Rating: 10
    Treasure: No coins; double goods; standard items
    Alignment: Always Neutral Good
    Advancement: 10-15 HD (Medium), 16-30 HD (Large)
    Level Adjustment: +7

    Appears as a sweet-faced young woman with large, melancholy eyes of black. She has lustrous darker skin with a reddish hue and long, wavy hair that reaches to her ankles. It is mostly dark, though with streaks of white throughout, giving it a mottled appearance. It has been braided in places with whip-poor-will feathers and beads carved of bone. From her back grow wings that fit so tightly they are almost unnoticable beneath her hair, which share the same mottled look. Around her throat as well is a thick muff of soft down.

    Waguli are angelic being favored by good-aligned nature deities such as Ehlonna, ushering the spirits of, but not limited to, friendly animals, goodly magical beasts and the wilder races. It is said that even the brief life of particularly beautiful or beneficial plants are even collected by these nature-loving beings as they wilt. They are also used as her messengers and scouts, as well as guardians to those their deity favors.

    They are particularly well known for their novel approach to evil, stealing away their souls when they die and punishing them by making them live the lives of lesser creatures, hoping this extra chance at life will turn them from their ways. Gradually they work back up to beings of sentience where they may decide to continue their evil doings or pursue a more worthy path.

    A waguli stands slightly over five feet and weighs around 100 lbs. They speak Druidic, Elven, and Sylvan, but use their Wild Tongues ability to speak with near every other being.


    Combat
    Waguli are trackers and guardians foremost, doing battle with reluctance unless protecting themselves or another. They fight fiercly when hard put, summoning other creatures if the battle goes badly. Once they have killed their enemy however they have no harsh feelings, but instead attempt to reincarnate them.

    A waguli's natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction.

    Dusk's Lament (Su): A waguli's song, in both bird and humanoid form, is both eerie and beautiful. Undead creatures within 60 feet of a singing waguli are affected each round as if by a turning check as a cleric of the same level as the waguli's HD.

    Feathered Shape (Su): A waguli can assume an alternate form, that of a whip-poor-will (use a raven's statistics) at will. While in whip-poor-will form the waguli gains a +16 bonus (size bonus included) to it's hide checks.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a waguli can use the Hide skill even while being observed.

    Karma (Su): A waguli has the ability to see the spirits of the recently departed as if she had the Spirit Sense feat. Unlike the feat however she may affect those she sees as the Reincarnate spell at will. She may even cast it against their will, though they must succeed on a DC 23 will save (using their will save as it was in life without any sort of stat drain or damage, minus any kind of enhancements granted by spells, area effects, items or similar).

    Good aligned creatures automatically succeed on their save and may choose if they wish to be effected. Against them the spell works normally.

    Against neutral creatures they are affected normally, but their HD is halved, to a minimum of 1.

    Against evil creatures they affects are altered. These are dependent on their aura of evil at time of death.

    Faint: Those with a faint aura are reincarnated at a quarter their HD.
    Moderate: Those with a moderate aura are reincarnated as an animal at half their HD (round down). Their memories of their previous life are forgotten and they gain the mental stats of their new form.
    Strong: Those with a strong aura are reincarnated as a vermin at a quarter their HD (round down).
    Overpowering: Those with an overpowering aura are reincarnated as a fine-sized vermin as below:

    These stats are for any type of verminous being, be it insect, arachnid, crustacean, worm, etc.

    Bad Karma Vermin: CR -; Fine Vermin; HD 1/64; 1 HP; Init -2; Spd 5 ft., fly (if any) 10 ft. (average), burrow (if any) 1 ft.; AC 18, touch 18, flat-footed 10; Base Atk +0; Grp -16; Atk or Full Atk -; SA -; SQ darkvision 60 ft., vermin traits; AL N; SV Fort -3, Ref +0, Will +0; Str 1, Dex 10, Con 1, Int —, Wis 11, Cha 1
    Skills and Feats: -

    Each time an evil creature dies it reincarnates as if it's evil aura had improved by one level. Once they reach a level of sentience they no longer automatically reincarnate and are at a true neutral alignment. Their deeds from then on determine their new alignment if any. The save DC is Wisdom-based and has a +4 racial bonus.

    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 waguli. 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 9th). This aura can be dispelled, but the waguli can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the waguli's statistics block.)

    Spell-like Abilities:
    At Will - Animal Messenger, Calm Animals, Faerie Fire, Neutralize Poison, Sleep, Speak With Dead, Whispering Wind
    3/day - Commune With Nature, Hallow, *Invoke the Cerulean Sign, Owl's Wisdom, Summon Swarm, Wind Wall
    1/day - Reincarnate, Summon Monster V (celestial creatures only), Summon Wild Spirit V
    * From Lords of Madness

    Mistress of Spirits (Ex): A waguli's natural weapons, as well as any weapons she wields, is considered a Ghost Touch weapon. As well, all her spells are cast as if effected by the Transdimensional Spell feat. In addition, she can see incorporeal creatures on the ethereal plane as True Seeing.

    Uncanny Dodge (Ex): A waguli retains her Dexterity bonus to AC when flat-footed, and cannot be flanked except by a rogue of at least 9th level. She can flank characters with the uncanny dodge ability as if she were a 5th-level rogue.

    Wild Tongues (Ex): A waguli can speak with any creature that has a language, as well as animals, as though using a tongues and speak with animals spell (caster level 9th). This ability is always active.
    Last edited by The Vorpal Tribble; 2008-07-26 at 09:02 AM.

  2. - Top - End - #2
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    Default Re: [Creature] Angels we have heard on high...

    Angel, Welkin



    Colossal Outsider (angel, extraplanar, good)
    Hit Dice: 39d8+702 HD (877 hp)
    Initiative: +5
    Speed: 120 ft. (24 squares), Fly 240 ft. (average)
    Armor Class: 44 (+1 dex, +41 natural, -8 size), touch 3, flat-footed 43
    Base Attack/Grapple: +39/+76
    Attack: +5 colossal spear of return and long shot +57 melee/ranged (4d8+32) or slam +52 melee (3d8+21)
    Full Attack: +5 colossal spear of return and long shot +57/+52/+47/+42 melee/ranged (4d8+32) and 2 wings (3d6+10) or 2 slams +52 melee (4d8+21) and 2 wings +47 melee (3d6+10)
    Space/Reach: 40 ft./40 ft. (100 ft. with wings)
    Special Attacks: Crush, golden vengeance, immensity of spirit, spell-like abilities, spells
    Special Qualities: Damage reduction 30/epic and evil, darkvision 60 ft., low-light vision, heaven's gait, immunity to acid, cold, electricity, despair, fear, and petrification, outsider traits, protective aura, resistance to fire and sonic 10, spell resistance 46, tongues
    Saves: Fort +39, Ref +22, Will +32
    Abilities: Str 52 (+21), Dex 13, Con 47 (+18), Int 22 (+6), Wis 33 (+11), Cha 38 (+14)
    Skills: Diplomacy +56, Escape Artist +43, Intimidate +56, Heal +53, Listen +53, Knowledge (any 3) +48, Search +48, Spot +53, Spellcraft +48, Survival +53
    Feats: Adroit Flyby Attack, Awesome Blow, Flyby Attack, Frightful Presence, Hover, Improved Bull Rush, Improved Initiative, Improved Sunder, Large and In Charge, Multisnatch, Power Attack, Power Climb, Snatch, Wingstorm (considered great wyrm)
    Environment: Any good-aligned plane
    Organization: Solitary or pair
    Challenge Rating: 33
    Treasure: No coins; double goods; standard items
    Alignment: Any good
    Advancement: 40-80 HD (Colossal)
    Level Adjustment: -

    Welkins appear as enormous men and women, besides which even titans seems as children. Their mass is so proportionate however that until one nears and realizes their true size they seem not of any truly great stature. Wings of white to creamy to stormy grey feathers grow from their backs, spreading to sizes that would rival a king amongst rocs. When they wear clothing it is alike to sheets spread across their bodies, breezy and unadorned. It is instead their beauty and liviliness (as well as size) with which they are decorated. They have energetic, bugling voices that can be heard for miles if they wish.

    Welkins are the giants of the upper planes, who overtop almost all others in both stature and spirit. They are rarely to be found on the ground, prefering to glory in the flight or traipsing amongst the clouds and watching the business below from their exclusive vantage point. While in mortal lands they almost always remain hidden. Even when they reveal themselves it is rarely more than their feet seen, the rest of them hidden within a thick fog. Though gentle giants with a grace and thoughtfulness to their movements, they tend to be the ultimate guardsman of the upper planes, patrolling far above but ever watchful.

    Welkins speak Celestial, Draconic and Giant, using their tongues ability for converse with other creatures. They stand over 40 feet tall and weigh untold tons.

    Combat
    A welkin that is moved to do battle has met a terrifying foe indeed. They tend to scare or intimidate creatures that threaten them, often able to simply pluck them up and squeeze them into unconsciousness. When they do fight all lesser beings best clear, for their wings are as tornadoes and their feet earthquakes. They prefer to fly down and crush their victims, grabbing them up and then flying as far up as they can before releasing their foe.

    A welkin's natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

    Crush (Ex): This special attack allows a flying or jumping welkin to land on opponents as a standard action to crush them. Crush attacks are effective only against opponents of Huge size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit in the welkin's space. Creatures in the affected area must succeed on a Reflex save (DC 37) or be pinned, automatically taking 5d6+32 bludgeoning damage during the next round unless the welkin moves off them. If the welkin chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    Golden Vengeance (Ex): Whenever a welkin is hit for 20 points of damage or more it's golden blood sprays out in a 20 foot cone in the direction of the attack. This spray deals 10d6 damage, half of which is acid the other half unnamed holy energy (reflex DC 37 halves). The spray then coalesces into a roiling cloud which attacks the welkin's opponent (this creature is considered a medium celestial water elemental under the effects of a gaseous form spell).

    Heaven's Gait (Su): A welkin can walk atop clouds, smoke, and other gasous substances as if they were perfectly solid. They may also walk across liquids as the Water Walk spell.

    Immensity of Spirit (Ex): Evil creatures that can see the welkin must succeed on a DC 43 will save or cower. Neutral creatures are shaken. Good aligned beings however feel comforted by the presence of this enormous being and are affected as if by the Good Hope spell while in the welkin's presence. Those who make the save are not affected by this ability for 24 hours. A welkin's size cannot be lessened by any spell or ability. As well they are immune to ability damage and drain.

    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 welkin. 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 39). 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 the welkin’s statistics block.)

    Spell-like Abilities: Caster level 30th. Save DC's are Wisdom-based.
    At Will - Control Winds, Daylight, Detect Evil, Fog Cloud, Greater Scrying, Greater Plane Shift, Remove Fear, Wind Walk
    3/day - Control Weather, *Dragon Cloud, Holy Word, Reverse Gravity, Summon Monster IX, Sunburst
    1/day - Nailed to the Sky (epic spell), Storm of Vengeance
    1/week - Eclipse (epic spell)
    * From the Book of Exalted Deeds

    Spells: Welkins can cast divine spells as 30th-level clerics. A welkin has access to two of the following domains: Air, Good, Glory, Protection, or *Weather (plus any others from its deity). The save DCs are Wisdom-based.

    * From Complete Divine

    Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 21 + spell level):

    0 - Create Water, Detect Magic, Guidance, Light, Resistance, Virtue
    1st - Command, Endure Elements, Detect Evil, Entropic Shield, Obscuring Mist, *Protection from Evil, +Ray of Hope, Shield of Faith, +Vision of Heaven
    2nd - *Aid, Calm Emotions, Cure Moderate Wounds, Eagle's Splendor, Enthrall, Hold Person, Make Whole, Resist Energy, Shield Other
    3rd - +Blessed Sight, Curse Serious Wounds, Dispel Magic, +Inspired Aim, Invisibility Purge, *Magic Circle Against Evil, Searing Light, Obscure Object, Wind Wall
    4th - Air Walk, +Celestial Brilliance, Dimensional Anchor, Dismissal, Divination, Divine Power, *Holy Smite, Lesser Planar Ally
    5th - Break Enchantment, Dispel Evil, Greater Command, *Holy Sword, Mass Cure Light Wounds, Raise Dead, Righteous Might, True Seeing
    6th - Banishment, *Bolt of Glory, Forbiddance, Heal, Heroes Feast, Mass Cure Moderate Wounds, Planar Ally
    7th - Control Weather(2), Holy Word, Mass Cure Serious Wounds, Resurrection, *Sunbeam, +Tomb of Light
    8th - *Crown of Glory, Earthquake(2), Greater Planar Ally, Holy Aura, Mass Cure Critical Wounds
    9th - *Gate, Mass Heal, Miracle, Storm of Vengeance, True Resurrection(2)

    * Domain spell. Domains: Good and Glory.
    + from Book of Exalted Deeds

    Tongues (Su): A welkin can speak with any creature that has a language, as though using a tongues spell (caster level 39). This ability is always active.
    Last edited by The Vorpal Tribble; 2008-07-27 at 04:57 PM.

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    Default Re: [Creature] Angels we have heard on high...

    A guardian angel discipline is in the works, which will likely incorporate some of it's abilities into maneuvers/stances.

    -=-=-=-=-=-

    Angel, Parley



    Medium Outsider (angel, extraplanar, good)
    Hit Dice: 16d8+96 (168 hp)
    Initiative: +11
    Speed: 60 ft. (12 squares), Fly 180 ft. (good)
    Armor Class: 33 (+7 dex, +16 natural), touch 17, flat-footed 26
    Base Attack/Grapple: +16/+22
    Attack: +3 keen aurorum bastard sword +26 melee (1d10+9/17-20x2)
    Full Attack: +3 keen aurorum bastard sword +26/+21/+16/+11 melee (1d10+9/17-20x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Godspeed, holy missile, maneuvers, sacrifice, stances
    Special Qualities: Angel traits, darkvision 60 ft., empathy, immunity to acid, cold, and petrification, low-light vision, outsider traits, protective aura, protective instincts, resistance to electricity 10 and fire 10, regeneration 15, spell-resistance 30, steady hand, tears of regret, tongues
    Saves: Fort +16, Ref +17, Will +16
    Abilities: Str 23, Dex 25, Con 22, Int 18, Wis 23, Cha 24
    Skills: Concentration +25, Craft (any) +23, Balance +26, Diplomacy +27, Heal +25, Intimidate +26, Listen +25, Martial Lore +23, Move Silently +26, Sense Motive +25, Spot +25, Use Rope +26
    Feats: Blind-Fight, Combat Awareness, Combat Focus, Flyby Attack, Improved Initiative, Subduing Strike(B), *Unnerving Calm, Weapon Finesse(B)
    Environment: Any good-aligned plane
    Organization: Solitary, pair, squad (3–5), or calling (10-15)
    Challenge Rating: 17
    Treasure: No coins; double goods; standard items
    Alignment: Always good (any)
    Advancement: 17-22 HD (Medium), 23-45 HD (Large)
    Level Adjustment: -

    * From Tome of Battle

    A parley angel is a whiplash of explosive energy barely contained within a man-like shell. His movements are calm yet almost dance-like, with inhuman poise and strength. Their golden eyes are calm and filled with a loving gentleness, but more often than they would like this is mixed with a determined grimness. Wings alike to a peregrines adorn his back, twitching in a blurred motion as they prepare to leap but then are pulled back just as swiftly.

    Parleys believe in the axiom, 'A true warrior hates to fight' but if forced, their battles are swift and merciful. Though they grow angered as any, they never let it rule them or provoke them into doing deeds they would not otherwise commit. Their place in battles are often as a diplomat, sent forward to discuss terms or give ultimatums. They are the scholars of combat, studying how to do what needs to be done to end a battle quickly and decisively. They are particularly well known for forming bonds with others that they protect at all costs.

    Parley angels stand some 7 feet in height and weigh nearly 300 lbs.

    Combat
    Parley angels try greatly to defuse situations, using pleasant words and comforting gestures. They almost never instigate their attacks unless to protect another, but when they are forced to battle, it tends to be over swiftly. With a sudden blur of shattering speed they move towards their opponent, who often fall dead before they can even react.

    A parley's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

    Empathy (Su): A parley can detect the surface emotions of any creature it can see within 60 feet at will. It can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

    They gain a +2 insight bonus on any Bluff, Diplomacy, or Sense Motive checks made in regards to a being they can sense the emotions of.

    Godspeed (Ex): At an point while a parley has achieved combat focus they may throw themselves into a moment of impossible velocity. They seem simply to disappear, though to them everything else has frozen. They are free to act for 2 rounds of their apparent time. This is similar to the Temporal Acceleration power except the angel may make physical attacks as normal against anyone they wish in that round. While using this ability their opponents are considered Helpless though gain a +10 unnamed bonus to their AC. A parley loses their combat focus once they return to normal time.

    Holy Missile (Ex): As a full-round action a parley can suddenly launch itself forward with a thunderous flap of its wings. They speed towards any opponent to which they have line of sight in a blur of motion as a ranged attack with a +2 bonus. The distance they may travel is equal to their base fly speed x10. If they strike their opponent they do damage based on their size (3d6 for Medium parleys, 4d6 for Large parleys.) They also add the standard damage of their currently wielded weapon (if they are wielding 2 weapons they must choose which to use) plus twice their strength modifier. This likewise acts as a Bullrush attack, to which they gain a +4 bonus.

    Maneuvers: A parley angel can use martial maneuvers as though they were a 16th level swordsage, and has access to the Devoted Spirit, Diamond Mind, Iron Heart and Guardian Angel maneuvers. As a swift action, it may regain all of its expended maneuvers, although it cannot initiate any in the same round. It may change its readied maneuvers by training for five minutes.

    Typical Maneuvers Readied:
    Strikes: Bounding Assault, Divine Surge, Greater Insightful Strike, Radiant Charge, Rallying Strike
    Boosts: Moment of Alacrity, Quicksilver Motion
    Counters: Manticore Parry, Moment of Perfect Mind, Shield Block

    Stances: A parley angel has knowledge of stances as if he were a 16th level swordsage, and has access to the Devoted Spirit, Diamond Mind, Iron Heart and Guardian Angel disciplines. It can change stances as a swift action.

    Typical Stances Known
    Absolute Steel Stance
    Aura of Triumph
    Dancing Blade Form
    Hearing the Air
    Immortal Fortitude

    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 16th). 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.)

    Protective Instincts (Ex): A parley is considered to be constantly under the effects of a Status spell, caster level equal to his HD. They may replace or choose a new ally to keep track of as a free action. They also gain the benefits of the Deflect Arrows feat except once per round they may also deflect an attack aimed at an ally in an adjacent square even if it is not their turn. If they have a reach weapon they may attempt to deflect the ranged attack of anyone in their reach. Finally, a parley may use the Aid Another action as a free action, though the bonus is increased to +8. This bonus is only in regards to combat and defense and do not apply to skill checks and similar.

    Regeneration: A parley angel takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

    Sacrifice (Su): Once per day a parley may select a single creature that they are willing to die for and a bond is connected between them. When the chosen creature needs to make a save he may use either their's or the parley's, whichever is better.
    If the chosen one of the parley is the target of a spell that would kill them they do not die, but the parley, no matter his location, even across planar boundaries, takes the consequences.
    In addition, the caster must also make a save at the original DC of his own spell or be also be affected, whether the parley makes his save or not.

    Steady Hand (Ex): A parley is immune to fear and rage.

    Tears of Regret (Ex): If a parley kills another by accident, or finds cause to deeply regret their lethal action, they may weep over the remains as a full-round action, bringing them back from the dead regardless of how long they have been dead. They are at 0 hit points, but stable, though gain no other benefits from their resurrection. An enemy brought back in such a fashion instinctively understands what occurred and will not seek to harm the angel for 24 hours unless the angel strikes the first blow. The angel gains no other benefits over their resurrected opponent. Mind-affecting effects used to bring remorse to the parley does not allow them to bring another back from the dead. A parley may also use Resurrection as the spell on a non-opponent 3 times per day.

    Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.
    Last edited by The Vorpal Tribble; 2009-12-02 at 02:10 AM.

  4. - Top - End - #4
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    Default Re: [Creature] Angels we have heard on high...

    Hmmmm.... Awesome stuff. I'll be sure to use them.

    Angels are always better as chicks.

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    Default Re: [Creature] Angels we have heard on high...

    Angel, Ealaín



    It's better to light a candle, than curse the darkness...

    Tiny Outsider (angel, extraplanar, good)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +8
    Speed: 10 ft. (2 squares), fly 40 ft. (good)
    Armor Class: 24 (+8 dex, +4 natural, +2 size), touch 20, flat-footed 14
    Base Attack/Grapple: +4/-6
    Attack: +1 fine spiked chain of brilliant energy +12 melee (1d4+4)
    Full Attack: +1 fine spiked chain of brilliant energy +12 melee (1d4+4)
    Space/Reach: 2 1/2 ft./0 ft. (5 feet with chain)
    Special Attacks: Lights out, shadowbane, spell-like abilities, summon sparks twilight
    Special Qualities: Angel traits, basking in the light, darkvision 60 ft., immunity to acid, cold, fear and petrification, low-light vision, outsider traits, protective aura, resistance to electricity 10 and fire 10, shades of virtue, spell resistance 20, tongues
    Saves: Fort +5, Ref +12, Will +7
    Abilities: Str 6, Dex 26, Con 13, Int 18, Wis 17, Cha 20
    Skills: Concentration +8, Craft (any) +11, Diplomacy +12, Hide +23, Intimidate +12, Knowledge (any 2) +11, Listen +10, Move Silently +15, Perform (any) +12, Search +11, Spot +10
    Feats: Dodge, Mobility, Weapon Finesse(B)
    Environment: Any good-aligned plane
    Organization: Solitary, Pair, or Fervent (3-10)
    Challenge Rating: 5
    Treasure: No coins; double goods; standard items
    Alignment: Always good (any)
    Advancement: 5-7 HD (Tiny), 8-14 (Small)
    Level Adjustment: +4

    Ealaín are fairy-like beings that while only a foot or so in height possess the noble bearing and the quiet, watchful demeanor befitting a queen. Her skins changes with the surrounding light level, becoming a pale gold in sunlight and darkening to that of a shadow in the dark. Her eyes though are luminous and continuously reflect light back like a feline's. From her back spread a pair of spikey wings that though feathered have the coloration and patterns of an io moth.
    They wear nothing but a long, flowing skirt woven from moonbeams, and an exquisite chain forged from beads of starlit dew that outlines their slender arms and hips.

    Ealaín are the candle in the darkness, the spark in the pit, the ray of hope in a shadowed land. Though not of great power, they are an aid to all. To the deepest dungeons to the pits of the abyss itself the Ealaín are to be found, spreading what comfort they can and searching the dark corners of the multiverse to see what hides or has been hidden there. They truly go where other angels fear to tread. Though they enjoy sunlight it is twilight that they prefer, for they say to fully appreciate the light one must experience the darkness. Their love of the moon and stars is equal to that of any fey creature which many at first take them for.


    Combat
    Ealaín are dangerous opponents despite their size. They prefer to blind their enemy and send them stumbling about as the petite angel whips them with their glowing chains. When hurt or witnessing evil they literally glow with ire, making even the hardest demon pause.

    An ealaín's natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction.

    Basking in the Light (Ex): An ealaín is immune to dazzling and blindness from light and all damage or affects stemming from light, such as Searing Light or Color Spray.

    Lights Out (Ex): An ealaín adds her charisma-modifier to weapon damage.

    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 4th). 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.)

    Shadowbane (Ex): Creatures of the darkness are sent into a panic at the presence of an ealaín. Undead within 20 feet of an ealaín are affected each round as a rebuke attack as a cleric equal to twice the ealaín's HD. Creatures from the plane of shadow that approach within 60 feet must succeed on a DC 17 will save each round or become panicked, and creatures from underground terrain Shaken. Even if they make the save they are shaken while in range and for 1d4 minutes after.

    Shades of Virtue (Su): An ealaín sees into a realm of moral twilight, viewing their surroundings by the light of one's heart.
    A good-aligned individual illuminates an area out to 60 feet as bright as daylight to an ealaín, while an evil individual emits darkness in a similiar area. Exalted and vile or tainted individuals brighten and darken an area twice that of normally aligned folk. If together they produce the dusk of neutrality, though exalted beings aura overpower evil, and vile folks blacken out that of the lesser good.
    This light and shadow also illuminate the ealaín herself, so that in the presence of an evil individual she fades from sight even to creatures with darkvision, requiring True Seeing to be seen.
    If nearby a good individual she becomes a radiant being and if within the light of an exalted being her Charisma score increases by +2.

    Spell-like Abilities: Caster level 8th. Save DC's are Charisma-based.
    At Will - Continual Flame, Detect Evil, $Guiding Light, $Light of Lunia, $Moon Lust
    3/day - *Dolorous Motes, *Luminous Armor, $Moon Path, *Stars of Arvandor, True Seeing
    1/day - Sunburst

    * From the Book of Exalted Deeds
    $ From the Spell Compendium

    Summon Sparks (Su): An ealaín can summon a heavenspark firefly swarm once per day. This ability is the equivalent of an 8th-level spell.

    Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level 4th). This ability is always active.

    Twilight (Su): An elain doesn't emit light so much as her very presence lessens it. This creates an area of illumination similar to the daylight spell up to 400 feet, except the illumination is shadowy. No magical darkness counters or dispels this illumination. An ealaín can enhance the illumination as a true daylight spell, but it requires concentration. Everything within 20 feet of the Ealaín is also illuminated as by the Faerie Fire spell for a number of minutes equal to her Charisma-modifier. Any non-evil creature within 60 feet of the elain gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects.
    An ealaín can cease this ability if she concentrates.
    Last edited by The Vorpal Tribble; 2010-06-13 at 11:47 AM.

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    Default Re: [Creature] Angels we have heard on high...

    Quote Originally Posted by The Vorpal Tribble View Post
    I'll have to agree with that'un. Welkins come in both forms though. Am currently working on a more masculine-type angel.
    Maybe use that picture of Michael I showed you as a kind of warrior angel, perhaps the spawn of Michael himself as a group of angels.
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    Default Re: [Creature] Angels we have heard on high...

    Golden Vengeance is brilliant. I love it, though it's gonna get annoying to, well, anyone attacking this thing. The ability is lacking a maximum duration for the blood's gaseous form, though.
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    Default Re: [Creature] Angels we have heard on high...

    Have just added the Parley for all your warrior angel needs.


    Quote Originally Posted by Eighth_Seraph View Post
    Golden Vengeance is brilliant. I love it, though it's gonna get annoying to, well, anyone attacking this thing. The ability is lacking a maximum duration for the blood's gaseous form, though.
    The gaseous form is permanent. It only has the effects of a spell, but isn't one.

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    Default Re: [Creature] Angels we have heard on high...

    All seem up to your usual standards of excellence...

    Should PROBABLY include rules for usine "Holy Missile" as pure movement instead of an attack (such as to escape from negotiations that have gone bad).
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    Default Re: [Creature] I believe there are angels amongst us...

    And posted under the Parley probably my last angel for awhile, the Ealaín, along with the Heavenspark firefly swarm.

    Edit: I take that back, found an angelic illustration I gotta stat...

    Should PROBABLY include rules for usine "Holy Missile" as pure movement instead of an attack (such as to escape from negotiations that have gone bad).
    Probably a good idea...
    Last edited by The Vorpal Tribble; 2008-07-26 at 09:04 AM.

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    Default Re: [Creature] I believe there are angels amongst us...

    Personally I would make it so Good (or maybe even Non-Evil), creatures can be inside a Heavenspark Firefly Swarm safely. Or did I miss something that allowed that?
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    Default Re: [Creature] I believe there are angels amongst us...

    Quote Originally Posted by DracoDei View Post
    Personally I would make it so Good (or maybe even Non-Evil), creatures can be inside a Heavenspark Firefly Swarm safely. Or did I miss something that allowed that?
    Well, basically only the 1d6 swarm damage works on good-aligned creatures, and I'm saying that still works because they are in a frenzy over the evil-aligned creature that got them rowdy to begin with. Probably adjust to make even the swarm non-lethal towards good.
    Last edited by The Vorpal Tribble; 2008-07-27 at 12:37 PM.

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    Default Re: [Creature] I believe there are angels amongst us...

    What's the effective age category for the welkin's Wingstorm feat? (10ft height/category)
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    Default Re: [Creature] I believe there are angels amongst us...

    Quote Originally Posted by thevorpalbunny View Post
    What's the effective age category for the welkin's Wingstorm feat? (10ft height/category)
    I'd say great wyrm, so 120 feet.

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    Default Re: [Creature] I believe there are angels amongst us...

    (Well I got Ninja'ed by Vorpal Tribble, but most of this still applies).
    For some reason I feel like sticking my nose in here.
    Conclusion: Equivalent Age Catagory 11 would be stingey, 12 would be perfectly reasonable, and (HD-X)/3 {Where X is some constant between 0 and 5} could provide some good scaling. For the simplest case X=0

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    Using a Gold Dragon (the toughest standard) for comparison the Welkin Angel has more STR, CON, HD, hp (despite smaller HD size), and GREATER size* to a Wyrm, and only lacks 2 HD from being the equal or superior of on each of those counts to the Great Wyrm. In both cases the flight speed (another indication of wing power) of the Welkin Angel is 10 ft slower. Red and Silver dragons are equal or lower in all these respects to the Golds having only 40 HD. At the other end of the spectrum Great Wyrm White Dragons only have 36 HD.

    Dragons gain 1 age catagory per 3HD (or the other way around if you prefer), even Advanced Dragons. So the easy thing to do would be to simply divide by the Welkin Angel's HD by three... if one felt like being complicated about it one could subract a few, since almost all True Dragons start with more than 3 HD at Wyrmling. Gold dragons start with 8 HD as new-hatched Wyrmlings which makes X = 5 in the above equalition. I suppose you could make X greater than that or change it to HD/4 or something if you wanted to make the dragons intrensically "Better" at it for some reason.

    *40ft space as compared to 30ft for even Collossal+ dragons.
    Last edited by DracoDei; 2008-07-27 at 06:11 PM.
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