Angel (planetar/solar)
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Celestial body, Celestial blood, Heaven Miracle, Change Shape |
2 | +2 | + 0 | +0 | +3 | Angel, Summon Servant |
3 | +3 | + 1 | +1 | +3 | Righteous Warrior, +1 Wis |
4 | +4 | + 1 | +1 | +4 | Celestial Skin, +1 Str |
5 | +5 | + 1 | +1 | +4 | Lesser Protective aura |
6 | +6 | + 2 | +2 | +5 | Wings, +1 Cha |
7 | +7 | + 2 | +2 | +5 | Heaven's Champion, +1 Str |
8 | +8 | + 2 | +2 | +6 | Greater Protective aura, +1 Wis |
9 | +9 | + 3 | +3 | +6 | +1 Cha, +1 Str |
10 | +10 | +3 | +3 | +7 | Growth, +1 Cha |
11 | +11 | +3 | +3 | +7 | +1 Str, +1 Wis |
12 | +12 | +4 | +4 | +8 | Regeneration |
13 | +13 | +4 | +4 | +8 | +1 Str, +1 Cha |
14 | +14 | +4 | +4 | +9 | Divine Messenger |
15 | +15 | +5 | +5 | +9 | +1 Str, +1 Wis |
16 | +16 | +5 | +5 | +10 | Divine Blade |
17 | +17 | +5 | +5 | +10 | God Speed, +1 Str, +1 Cha |
18 | +18 | +6 | +6 | +11 | Divine Judgment |
19 | +19 | +6 | +6 | +11 | Rise to the Heavens, +1 Str, +1 Wis |
20 | +20 | +6 | +6 | +12 | Solar, Angelic Grace, +1 Str, +1 Wis, +1 Cha |
21 | +20 | +6 | +6 | +12 | Divine Intervetion, Angelic Grace, +1 Str, +1 Wis, +1 Cha |
22 | +21 | +7 | +7 | +13 | Holy General, Angelic Grace, +1 Str, +1 Wis, +1 Cha |
23 | +21 | +7 | +7 | +13 | Divine Champion, +1 Str, +1 Wis, +1 Cha |
Skills:2+int modifier per level, quadruple at 1st level, class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate(Cha), Knowledge (any) (int), Listen (wis), Perform(Cha), Sense Motive(Wis), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.
Features:Celestial body:The angel loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has its hands free.
In adition it gains a bonus to nat armor equal to its Cha modifier.
Celestial blood: The angel casts spells as if it was a cleric of the same angel level, except that it only knows three cantrips, plus two spells per Angel level and has no domains, instead of knowing the whole cleric spell list. If the Angel multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of starting normal cleric spellcasting from the beginning.
Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in her own turn as a free action. The angel can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).
Save DC against the SLAs and always active abilities is 10+1/2HD+Wis mod.
Lv 1-Aid, Remove fear, Detect Evil, Detect Snares and Pits each 2/day per HD.
Lv 3-Continual flame*, Invisibility (self only), Speak with dead, Lesser restoration, Resist energy, each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, Tongues (permanent effect on self), each 1/day per 2 HD, See Invisibility (always active)
Lv 7-Dimensional anchor, Holy smite, each 1/day per 3 HD, Discern Lies (always active)
Lv 9-Commune, Waves of fatigue, Permanency ***, each 1/day per 4 HD.
Lv 11-Animate Objects, Blade barrier, Heal, each 1/day per 5 HD, True seeing (always active)
Lv 13- Resurrection, Waves of exhaustion, Greater restoration, Power word blind, Prismatic spray, each 1/day per 10 HD.
Lv 15- Earthquake, Mass Charm Monster, Power word stun, each 1/day per 10 HD.
Lv 17-Imprisonment, Power word kill, each 1/day per 10 HD.
Lv 19- Wish****, 1/day per 20 HD.
*-Unless the material cost is paid, this continual flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
***-The exp cost must still be paid.
****-The exp cost must be paid if used to create any permanent lasting effect like an item.
Change Shape: As the srd ability. A solar can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.
Angel: at 2nd level the Angel gains low light vision, resistance to petrification, acid, cold, and a bonus on saves against poison equal to its HD and resistance to fire and electrecity equal to half its HD.
In adition it gains the good subtypes and its natural attacks and any weapon it wields count as good aligned for bypassing DR.
Summon Servant: At 2nd level, the Angel can use Summon Monster I as a SLA as a standard action 1/day per HD, except that it cannot summon evil creatures. Options with the Fiendish template instead get the Celestial template, making them summonable by this ability.
For every two more levels on this class, the Angel can use the next level of Summon Monster (II at 4th level, III at 6th level, ect).
Ability Score Increase: The Angel gains +1 to
Str at levels 4, 7, 9, 11, 13, 15, 17, 19, 20, 21, 22, 23
Wis at levels 3, 8, 11, 15, 19, 20, 21, 22, 23
Cha at levels 6, 9, 10, 13, 17, 20, 21, 22, 23
For a total of +9 Str, +6 Wis, +6 Cha at level 20, and +12 Str, +9 Wis, +9 Cha at level 23.
Righteous Warrior:At 3rd level the Angel can add its Cha mod to attack rolls with the two martial weapons it gained proficiency at 1st level.
Celestial Skin: At 4th level the Angel gains DR/evil equal to half its HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. It may rise or lower its SR at any time as a free action even if it isn't its turn.
Lesser Protective aura: At 5th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is equal to the Angel's Cha mod.
Wings: At 6th level the Angel grows a pair of beatifull featherly wings that allow it to fly at double it's base speed with good maneuverability.
Heaven's Champion:At 7th level the Angel can add its Cha mod to damage rolls with the two martial weapons it gained proficiency with at 1st level.
Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel and blocks spells up to (Half HD level)-3.
Growth:At 10th level the Angel grows one size category.
Regeneration:At 12th level the Angel gains regeneration equal to half its HD. This regeneration is bypassed only by evil-aligned weapons and spells.
Divine Messenger:At 14th level the Angel gains one Domains of its choice matching its alignment and beliefs, adding all the related spells to its list of spells known and gaining i's granted power, using Angel levels instead of cleric levels. Whenever the Angel prepares its spells, it may change this Domain choice, representing the message it is to deliver that day.
Divine Blade: At 16th level, with 8 hours of meditation, the Angel may attune to a weapon. It gains an enanchment bonus to attack and damage rolls equal to 1/4 HD, and the Dancing property, stacking with any previous magic properties o. On the hands of anyone else but the Angel, this bonus doesn't apply . Only one Divine Blade at a time.
God Speed:at 17th level, the Angel's base speed increases to 50 feet.
Divine Judgment At 18th level, 1/day per HD, as a swift action the Angel may grant the Slaying property of its choice to any projectile it fires. Fort save DC 10+1/2 HD+Cha mod or be destroyed by the Slaying projectile.
Rise to the Heavens:at 19th level, the Angel's flight speed becomes triple of its base speed.
SolarAt 20th level, the Angel is an exalted being. Its DR improves to DR/Evil and Epic, and its own attacks count as epic and good for purposes of bypassing DR. Creatures summoned by Summon Servant also count their attacks as epic.
In adition, any creature wanting to attack the Angel or any of it's allies whitin 20 feet whitout provocation must suceed on a Will save with DC 10+HD+Cha mod or lose their action. "Provocation" means the Angel attacked the creature itself in any manner on the last 24 hours. Allies who "provoke" an oponent cannot benefit from this protection.
Angelic Grace: At 20th, 21st and 22nd level, the Angel becomes fully immune to one of the following: Acid, Cold, Petrification.
Divine Intervetion: At 21st level, the Angel knows how to be in the right place at the right time. It may cast any harmless spell in a willing creature as an immediate action regardless of it's casting time. If the spell is touch-range, the Angel may take a move action togheter with the casting of the spell with a single immediate action to reach an ally in need.
In adition, it can now use its Divine Judgement ability as a free action, any number of times per day it wishes.
Holy General: At 22nd level the Angel is expected to lead the armies of Heaven in battle if needed. Creatures summoned by Summon Servant now automatically receive all the benefical magic buffs affecting the Angel for free. The Angel may also make the duration of any of his Summon Servant uses increase to 24 Hours, a number of times per day equal to his Cha mod.
Divine Champion:At 23th level the Angel is a true paragon of good and justice, and can overcome any challenge even if just by sheer strenght of Will. A number of times per day equal to his Cha mod, it can replace any Ability check, Skill check or Save it's called to make with a Will save. If it would be affected by any effect whitout a save (besides normal HP damage), it may atempt a Will Save with DC 10+1/2 HD of the originator of the effect+Highest Stat mod of the originator of the effect to ignore it by spending one use of this ability.
New Angel FeatsBody of Belief [Monstrous]
Prerequisites:First level of Angel, Cha 13+
Benefit: You can use your Cha mod instead of your Con mod to calculate your HP at each level, retroactively, and you may also use your Cha bonus for Concentration checks instead of your Con bonus.
Battle Angel [Monstrous]
Prerequisites:At least 6 level of Angel, Cha 13+
Benefit: A number of times per day equal to your Cha mod, you may cast a single-target spell or SLAs in an adjacent ally as a swift action, and you may cast one of your single-target or personal spell or SLA in yourself as a swift action. Notice each of those options has a separate pool of daily uses. So for example if you have 14 Cha, you may use each 2 times per day.
Holy Animal Shape [Monstrous]
Prerequisites:At least 5 levels of the Angel monster class.
Benefit: When using your Change Shape ability, you may turn into a medium or small animal instead of an humanoid. If you do so, your new shape always looks like a specially healthy and noble specimen. You can even make your body color golden, silver, platinium or a combination of those. You'll always clearly stand out near most common specimens, altough you'll still pass as an animal.
Special: If you have at least 10 levels of Angels, you become able to turn into tiny or large animals as well.
Living Relic [Monstrous]
Prerequisites:At least 11 levels of the Angel monster class.
Benefit: When using your Change Shape ability, you may turn into an inanimate object or inanimate plant of your own size or smaller (up to diminutive) instead of an humanoid. If you do so, you become unable to use any actions that demand movement or speech (so no somatic/verbal component spellcasting, but SLAs are ok), and you gain the hardness of the object you turned into (cannot turn in special materials like adamantine, only common stuff like stone, iron, wood, etc).
You can can use this to turn into a masterwork weapon, armor or shield you're proficient with, in which case it gains an enanchment bonus to attack and damage rolls equal to 1/4 your HD. You cannot be further enchanted. You can communicate telepathically with anyone wielding you, and such a bearer also becomes able to cast spells as if they had your spellcasting ability (doesn't stack with any spellcasting the bearer may already have).
You cannot replicate objects with complex mechanisms unless you have the apropriate skills (DM's decision).
Comments
New take on the angel. More focus on the "Messenger from God" aspected instead of "Cleric with extra SLAs".
Again, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.
Now, the Angel's cleric casting is nerfed to just two spells per level and no domains at all at start,wich really limits his spell selection. In return it gets Nat armor, Wings, regeneration, loads of SLAs (including buffed up Summon Monster), eventually one switchable domains, and some extra goodies.
The Angel also has good Bab from the start, but just one good save and no armor proficiency. It gets a good bunch of ability bonus, but they only start kicking in later on.
So, if you want to play the ultimate celestial that lays down justice in the name of some greater power, the Angel's for you!
Criticism on this one would be really welcome, as "Angel" is a very wide concept, and the MM version are basically clerics on steroids.