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Old 03-29-2011, 11:57 PM   Top  -  End  -  #721
Iamyourking
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

After a brief absence, I return with more Hounds. I'm resolving to make a new variant every day and to have the Dominion and Throne finished within two weeks.

The Bloodhound:
Spoiler


and the Foxhound (I was tempted to, but did not, make any Metal Gear jokes)
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Old 03-30-2011, 01:01 AM   Top  -  End  -  #722
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Okay, quick question before I start taking some sort of 'charge' and organize this.

How much of the OVER STRUCTURE for Celestia have we made?
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Old 03-30-2011, 02:39 AM   Top  -  End  -  #723
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Over structure?

You mean geographical, or the archon hierarchy? The first is pretty much done in a lot of material already and we are just detailing it, the second we have already written a lot about.
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Old 03-30-2011, 02:44 AM   Top  -  End  -  #724
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

I meant the over structure of the Project, actually. I'm sorry since I wasn't clear when I said that.


That being said, we should catalog all the important fluffy decisions and agreements and stuff.
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Old 03-31-2011, 12:32 AM   Top  -  End  -  #725
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Well, here's what I know; but someone will probably have to add some parts I missed:
Barachiel is done for the Hebdomad, the rest haven't been started. Unosarta is working on them.
We've got 9 Powers in concept form, but nothing beyond that. Nobody is working on them as of yet, but Eldan, Myself, and blackjack each suggested three.
For the High Castes, the Principality, Authority, and Virtue are done; the Dominion is almost done; and the Throne is well underway. I'm working on them.
Below that, we've got Dice's list (Potentially incomplete, I just copied his post rather go through the rest of the thread looking for the others that got suggested):
Spoiler

of which all of the Lanterns (Eldan), the Greyhound, Bloodhound, and Foxhound for the Hounds, the Phalanx for the Wardens, and the Eagle for the Sentinels (All me) are done.
Layers wise, we just have Lunia. Eldan is working on them.
For classes, we have blackjack's Celestial Warlock and the prestige classes that Sir_Chivalry made; although I don't know if a decision was ever made as to whether we were going to use those or make new ones.
Otherwise, the only other decision I can recall is that we are using Dicefreaks canon for all planes outside of Celestia.
Teamwise; I think we have Myself, Eldan, Chivalry, Tygre, Dice, Unosorta and you; blackjack has quit while Hamishspence, LOTRfan, and Zaydos haven't really contributed enough to be team members so far. As for their jobs, I've got them as:
Me: High Castes and variants, mostly melee types
Eldan: Planes and Lantern variants
Chivalry: Prestige classes?
Tygre: Overseer
Dice: ???
Unosorta: Hebdomad
You: Organizing
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Old 03-31-2011, 02:23 AM   Top  -  End  -  #726
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Actually, Lunia isn't even half done. But it kinda feels no one is reading what I'm writing there, so I'm feeling a bit uninspired to continue. Some feedback and ideas would be really appreciated.
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Old 03-31-2011, 02:46 AM   Top  -  End  -  #727
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

I've been following it, just haven't really commented since LOTRfan has mostly beat me to it. However, I've been working on the Hounds lately; so I can certainly provide some thoughts of how the Hounds of Lunia live and what do they do if you wish.
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Old 03-31-2011, 02:28 PM   Top  -  End  -  #728
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I am following the Lunia thread. Its one of the only threads I've subscribed to. I've considered stating out the non-Archon creatures mentioned in it, but I'm not sure how much that would help the project...

What exactly do you want critiques on? Or is it just a general overview you want?
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Old 03-31-2011, 04:23 PM   Top  -  End  -  #729
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Eh, what you're doing is fine. I'd just appreciate a few more people looking in, it feels a bit lonely over there.

And, well. My problem is this. I have half a dozen towns to stat up. After a while, my ideas for "mortal town at the gates of heaven" start running out.
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Old 03-31-2011, 04:30 PM   Top  -  End  -  #730
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Where are the Lantern variants?
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Old 03-31-2011, 09:07 PM   Top  -  End  -  #731
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Right here, although it was posted elsewhere:
Spoiler


As for the topic at hand, why don't you just stick with the settlements you have? If you can't think of anything interesting to say about the others than they probably won't be interesting to read; and I would rather you not get burned out this early.
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Old 04-01-2011, 06:17 PM   Top  -  End  -  #732
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The Gates of Heaven Index
"Repent ye, for the kingdom of heaven is at hand."
- The Book of Matthew; Book III, Verse II

Archons
The Archon High Castes by Iamyourking
Trumpet Archons
- Disjunction Archon by The Tygre
Sentinel Archons
- Eagle Archon by Iamyourking
Hound Archons
- Bloodhound & Foxhound by Iamyourking
- Greyhound Archon by Iamyourking
- Retriever Archon by LOTRfan
- Harrier Archon by The Tygre
Warden Archons
- Phalanx Archon (Formerly Legion Archon) by Iamyourking
Lantern Archons
- The Lanterns of Virtue - Lantern Archon Variants by Eldan

Others
The Valorhammer by LOTRfan
The Spiral Archon by Iamyourking (Note: The Spiral Archon has no place in the established Archon hierarchy and is entirely silly to boot. It is here because it would be a shame to let any monster go to waste. )

The Hebdomad and Powers
Barachiel by Sir_Chivalry
- Stats by Unosarta
Powers
- Azrael, Jophiel, and Melchizedek by Iamyourking
- Melchior, Sachiel, and Duma by Eldan
- Anorath, Azalon, and Leantes by blackjack217
- Dominic, Seraphiel, and Yves by The Tygre
- Ramiel by Eldan

The Celestial Hierarchy
Part I by PairO'Dice Lost
Part II by Iamyourking

Celestia
Lunia by Eldan

Classes
The Blessed Soul [Celestial Warlock variant] by blackjack217
The Heavenly Shepherd by Unosarta

Items
Staff of the Heavenly Seer by Unosarta

Other Materials
Abridged Gates of Hell by Iamyourking

Cosmology Sources
The Gates of Hell by Dicefreaks Team
Horrors of the Abyss: Orcus by Dicefreaks Team
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Old 04-01-2011, 06:20 PM   Top  -  End  -  #733
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

AWESOME! Finally got an index!
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Old 04-01-2011, 06:21 PM   Top  -  End  -  #734
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Thanks, Tygre!

/me goes to spend the next hour or two reading...
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Old 04-01-2011, 08:10 PM   Top  -  End  -  #735
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Tygre, did you mean to link to my quote of the Virtue Archons for part two of the hierarchy?
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Old 04-01-2011, 08:15 PM   Top  -  End  -  #736
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Whoop, fixed.
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Old 04-02-2011, 09:12 AM   Top  -  End  -  #737
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Quote:
Originally Posted by The Tygre View Post
The Valorhammer by LOTRfan
Yikes, there are a bunch of minor errors in that version. I just updated it, though, so all should be good, now.
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Old 04-04-2011, 04:03 PM   Top  -  End  -  #738
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Updated index post with links to Gates of Hell and Horrors of he Abyss.
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Old 04-05-2011, 01:47 AM   Top  -  End  -  #739
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Have a finished Eagle Archon.

Eagle Archon
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 10d8+40 (89 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 110 ft. (good)
Armor Class: 24 (-1 size, +3 Dexterity, +12 natural), touch 12, flat-footed 21
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d8+5) or feather +13 ranged (2d6)
Full Attack: 2 claws +15 melee (1d8+5) and bite +10 melee (1d6+2) or 2 feathers +13 ranged (2d6)
Space/Reach: 10 ft./10 ft
Special Attacks: Eye Rays, mighty swoop, spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., evasion, immunity to electricity and petrification, magic circle against evil, scent, outsider traits, spell resistance 25, teleport, tongues
Saves: Fort +11 (+15 against poisons), Ref +10, Will +9
Abilities Str 22, Dex 17, Con 19, Int 17, Wis 14, Cha 20
Skills: Bluff +16, Concentration +16, Heal +14, Intimidate +19, Knowledge (Geography) +15, Knowledge (The Planes) +15, Listen +14, Search +23, Sense Motive +14, Spellcraft +15, Spot +22, Survival +14 (+16 against getting lost or on other planes)
Feats: Adroit Flyby Attack*Drac, Flyby Attack, Improved Initiative, Wingover
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or flight (3-5)
Challenge Rating: 11
Treasure: No coins; double goods; standard items
Alignment: Always Lawful Good
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +8

This giant eagle has a wingspan of at least 30 feet and gleaming feathers that seem to have been cast out of solid silver, with a tuft on the back that suggests the shape of a halo. Its eyes are a brilliant gold and miss nothing in their keen observations.

While Owl Archons are messengers and protectors of Good animals, their Eagle Archon cousins take a much more aggressive tack. Fearless and showy in equal measure, these warriors can spot evil from miles away and roam the skies seeking out fiends; tearing apart any that they find. When the call to war is sounded, their flights leave the eyries scattered across Mount Celestia and head right into the fray; screaming their war cries and flashing their brilliant plumage, which they can shoot like arrows.

Combat:
Unlike Owl Archons, Eagles love to fight; and although they will dutifully report any intrusions they see their first course of action is almost always to attack. Unless obviously outclassed Eagle Archons will dive bomb the toughest foe, firing their feathers the whole way, and initiate a Mighty Swoop. If the target is smaller than them, they will carry them back into the air and drop them, otherwise they will use overrun to knock them over before trusting their speed and Aura of Menace to keep them safe from less threatening foes. If the threat is too strong, or if the foe is attempting to use invisibility, Eagle Archons will use their eye beams to signal the rest of the flight for assistance.

Aura of Menace: Will save DC 20

Eye Rays: An eagle archon can shoot twin beams of golden light from its eyes at will, striking an opponent within 180 feet. The eagle archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays is affected as per the Glitterdust spell, which lasts for 1 minute/caster level and does 1d6 fire damage per round. The casting eagle and any other eagles within its group can always see the target if they are within 700 feet, even if it would normally be impossible to see.

Mighty Swoop: When an Eagle Archon swoops down on its prey, even the largest fiends are hard-pressed to fight back. When an Eagle Archon charges, it can make a full attack as if it had the Pounce special attack and then initiate either a grapple or overrun for free, if they opt to overrun the foe cannot choose to avoid them and takes an additional 1d8+9 damage.

Spell-Like Abilities: At will-detect evil, dispel magic, freedom of movement (self only; always active),see invisible 3/day- dismissal, greater dispel magic, 1/day-divine power, mass eagle’s splendor

Skills:: An eagle archon’s keen vision gives it a +8 racial bonus on Spot and Search checks.

*Adroit Flyby Attack [General]
You can make flyby attacks and get out of reach quickly
Prerequisites Fly speed 90, Flyby Attack, Hover or Wingover
Benefit: When flying and making an attack action, you can move both before and after the attack, provided that the total distance moved is not greater than your fly speed. Your flying movement does not provide attacks of opportunity from the creatures you attack during the round when you use this feat.
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Old 04-05-2011, 02:06 AM   Top  -  End  -  #740
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Well, I just wanted to swing by and mention that I might be creating/reworking about 9-12 good outsiders to go with my new campaign setting. Not sure yet, but I'll post links if I do end up doin' it.
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Old 04-05-2011, 07:33 AM   Top  -  End  -  #741
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

@Eagle Archon: What ability score is the DC for Aura of Menace based on? You should add that into the ability.

Other than that, looks perfect.
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Old 04-05-2011, 08:02 AM   Top  -  End  -  #742
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

@Eagle Archon: It says in their fluff that they like to fire their feathers as they dive-bomb opponents but I don't see that ability explained anywhere but the Attack Line. How does this work? Are they flinging actual feathers or are they basically magic arrows in the shape of a feather? is it just a natural attack or a special ability?
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Old 04-05-2011, 11:48 AM   Top  -  End  -  #743
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Aura of Menace is charisma based, the same as it always is, and they are shooting the actual feathers in the vein of the Stymphalian Birds.
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Old 04-05-2011, 04:04 PM   Top  -  End  -  #744
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Aura of Menace is charisma based, the same as it always is, and they are shooting the actual feathers in the vein of the Stymphalian Birds.
There are only the Archons that have it, in core, and they list the Ability Score in the description of the ability every time, or they have an overarching description above their entry. Because you don't have that entry, it is impossible to reference. Also, having an Aura of Menace be made off of Intelligence or Wisdom makes sense as well, so you are just better off listing the ability score associated with it.

If you look through monster descriptions in the SRD, they all either have an overarching ability description that tells which Ability Score if there are multiple entries, or it says within the entry.
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Old 04-05-2011, 04:20 PM   Top  -  End  -  #745
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It's the exact same ability that all Archons have and is written exactly the same. If for some reason I was making one whose aura worked differently I would say so. You can even look in the index of the Monster Manual, where it specifically lists the Aura of Menace as a trait of the Archon subtype.

Also, by my count I have written 8 entries that use that format. Why do you only have a problem with it now?
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Old 04-05-2011, 06:12 PM   Top  -  End  -  #746
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Eagle Archon added to index. Also, where is the Legion Archon in the hierarchy?
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Old 04-05-2011, 06:30 PM   Top  -  End  -  #747
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Legion Archon had its name changed to Phalanx Archon to distinguish it from the Legion Devil, and it is part of the Wardens.
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Old 04-05-2011, 06:36 PM   Top  -  End  -  #748
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Aaaand fixed. Thanks for the clarification!
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Old 04-05-2011, 09:23 PM   Top  -  End  -  #749
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

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Originally Posted by Iamyourking View Post
It's the exact same ability that all Archons have and is written exactly the same. If for some reason I was making one whose aura worked differently I would say so. You can even look in the index of the Monster Manual, where it specifically lists the Aura of Menace as a trait of the Archon subtype.

Also, by my count I have written 8 entries that use that format. Why do you only have a problem with it now?
It doesn't really matter. I happen to get people on my ass for it in the Monster competitions, and it is usually better to follow the formatting that the main sources uses, apparently, just to make everyone happy.

Mostly because I hadn't seen them.
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Old 04-19-2011, 07:31 PM   Top  -  End  -  #750
The Tygre
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Join Date: Aug 2007
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Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

Alright, now that I've FORCED some semblence of calm over my life for a couple of days, I might as well at least start chiseling out this beast.

Disjunction Archon
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Medium Outsider (Archon, Extraplanar, Good, Lawful)
16d8+128 (192 HP)
Speed: 40 ft. (8 squares); Fly 90 ft. (Good)
Initiative: +8
Armor Class: 28; touch 14; flat-footed 24 (+4 Dex, +14 Natural)
Base Attack/Grapple: +16/+22
Attack: Standard attack +4 warhammer +22 melee (1d8+12, 20/x3)
Full-Attack: Full attack +22/+17/+12 (1d8+12, 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks: Trumpet of Disjunction, Spells, Spell-like Abilities
Special Qualities: Aura of Menace, Damage Reduction 10/Evil, Darkvision 60 ft., Immunities (Electricity, Petrification), Magic Circle Against Evil, Spell Resistance 32, Teleport, Tongues
Saves: Fort +16 (+20 vs. Poison), Ref +14, Will +14
Abilities: Str 22, Dex 18, Con 26, Int 18, Wis 19, Cha 22
Skills: Concentration +27, Diplomacy +25, Escape Artist +19, Hide +23, Knowledge (Primary) +23, Knowledge (Secondary) +19, Listen +23, Move Silently +23, Perform (wind instruments) +25, Ride +21, Sense Motive +23, Spellcraft +23, Spot +23, Use Rope +8 (+10 with bindings)
Feats: Ability Focus (Trumpet of Disjunction), Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack
Environment: The Seven Mounting Heavens of Celestia
Organization: Solitary, Pair, or Band (3-5)
Challenge Rating: 17
Treasure: No coins; double goods; standard items
Alignment: Lawful Good
Advancement: 18-24 HD (Medium); 25-48 HD (Large)
Level Adjustment: -

A radiance emerges from above you. Like the blazing heart of the sun, this nimbus of light radiates beams of light and glory. A vaguely humanoid figure can almost be perceived in the heart of the light, and what might be called wings burst out to the sides. Before you can see more, the light overpowers you, and you are forced to shield your eyes from the magnificence.

Across the infinite planes, the power of magic is recognized by all. From the mortal wizard in his tower to the fey in their glass castles, none can deny the raw potential of magic. Yet magic is limitless, not set by morality or comprehensible laws. When this force is put in the hands of the wicked and the greedy, monsters are born. And that is where the disjunction archons come in.

Disjunction archons are Celestia's vanguard against the forces of magic. Whether it is a terrible lich, a corrupt cleric, or even a fallen paladin, disjunction archons seek out those who harness magic for evil and punish them without mercy. It is the holy purpose of disjunction archons to strike down those who would abuse the gift that eldritch energies provide, and lay them low before heaven's own divine light.

In the prophecies and esoterica of mortal sages, it is whispered that the disjunction archons are the guardians of magical secrets. They are the keepers of vast arcane libraries on Celestia, and the personal guardians for witch-hunters and inquisitors. It is postulated that while only disjunction archons focused on arcane and divine magic have been observed, it is not too far a stretch to conceive of disjunction archons tailored to counter psionics, shadow magic, xenotheurgy, and other less known magic systems.

When not hidden behind their glowing auras, disjunction archons further conceal themselves in baggy, hooded robes. Underneath the robes, these eldritch archons appear alien and delicate. Resembling hairless and genderless humanoids, disjunction archons have long, spindly limbs and lithe frames. Their skin is almost translucent, revealing a golden glowing radiance from within. When not focused on an individual creature or item, disjunction archon's overly large eyes are constantly shifting from point to point.

Combat
Disjunction archons focus on spellcasters in battle. If guardians or summoned creatures stand between the archon and its query, then the disjunction archon will dispose of them, but always tries to refocus on the spellcaster as soon as possible. Before battle, disjunction archons prepare themselves and secure the area, ensuring their opponents can't escape. During the battle, disjunction archons further reinforce any blockades and dispel as many enemy spells as necessary before moving in with their powerful hammers.

Aura of Menace (Su): Will DC 27 negates.

Break the Seal (Su): Disjunction archons are more than capable foes of magic, and can release a powerful strike against its presence in the world. Three times a day, as a standard action, the disjunction archon can make a melee attack against an active spell. Against stationary spells, such as glyphs or wards, the attack automatically succeeds. Auras or spells on creatures are treated as a regular attack.

The subject of the strike must make a Fortitude Save (DC 27) or suffer d6 + (the disjunction archon's Cha modifier) damage equal to the spell-effect's spell level. (EX: A 2nd level spell deals 2d6+6 damage, a 3rd level spell deals 3d6+6 damage, etc.) Cantrips, orisons, and other 0 level spells only deal 1d6 damage, without the Cha modifier. In addition, if the target fails their fortitude save, then the spell effect is dispelled.

Heaven's Light (Su): Disjunction archons are constantly surrounded by a bright, heavenly glow. The flares of this aura strike fear into those who would oppose heaven, granting disjunction archons a +4 racial bonus on the DCs against their Aura of Menace as long as the light is visible. The aura also obscures the archon, acting as a constant blurspell while the light is active. The glow sheds as much light as a bright torch, and can be dimmed by the archon as a standard action.

Spell-like Abilities:
Constant - Detect Magic, Read Magic
At-will - Deathwatch, Detect Chaos, Detect Evil, Dispel Magic, Message, Silence, Sending. Caster Level 16th
3/day - Break Enchantment, Dimensional Anchor, Greater Dispel Magic
1/day - Antimagic Field

Spells: Disjunction archons can cast divine spells as 18th-level clerics. A disjunction archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/7/7/5/5/4/4/3; DC 14 + spell level)

0detect poison, light, purify food and drink, read magic, resistance (2)
1stbless (2), cure light wounds, divine favor (2), obscuring mist*, sanctuary, shield of faith
2ndbull’s strength (2), consecrate, lesser restoration, owl’s wisdom (2), spiritual weapon*
3rdcure serious wounds, daylight, gaseous form*, invisibility purge, magic vestment, protection from energy (2)
4thcure critical wounds, dismissal, divine power*, greater magic weapon, neutralize poison, spell immunity, summon monster IV
5thflamestrike*, hallow, mass cure light wounds, plane shift, raise dead
6thblade barrier*, banishment, forbiddance, heal, undeath to death
7thcontrol weather*, holy word, mass cure serious wounds, power word blind*
8thantimagic field, holy aura, mass cure critical wounds, whirlwind*
9thastral projection, elemental swarm*, mass heal

*Domain spell. Domains: Air & War.

Trumpet of Disjunction (Su): The disjunction archon can release a mighty chord from its sacred trumpet, which rings not through flesh and blood, but the very fabric and bindings of reality. When the disjunction archon blows its trumpet, it produces a 60 ft. cone of sonic energy that acts as a Freedom spell. In addition, the sonic blast acts as a Dispel Magic spell, but only against spells that seal, lock, or hold portals (e.g. Hold Portal, Arcane Lock), and against spells that bar a creature from entering an area (e.g. Antipathy, Antilife Shell, Magic Circle against Alignment, etc.). If targets in the area of effect make a will save (DC 26), these effects are negated. The save DC is Charisma based.

In addition, as a free action, the disjunction archon may transform its trumpet into a +4 warhammer.

When lost or stolen, the trumpet turns into an impossibly heavy piece of metal that constantly emits a low droning sound. While there is no mechanical effect, warding spells seem to waver, and locks weaken.
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Last edited by The Tygre : 07-01-2011 at 03:24 PM. Reason: Repaired image.
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