Here's a completed sheet:
Inez, the rather confused angelAstral Deva 1432 pt build
Items Included
(6)Str:14+10(AD)+1(lv)+5(enh)-2(size)= 28(+9)
(6)Dex:14+2(size)= 16(+3)
(6)Con:14+4(enh)= 18(+4)
(6)Int:14(+2)
(0)Wis:8(-1)
(8)Cha:15+9(AD)+2(lv)+4(enh)= 30(+10)
HD: 14d8(1st full then avg)+60
HP: 126
Saves: F +20 R +19 W +20
Senses: Darkvision 60ft, Low Light Vision
Size: Small
AC: 33 (10 Base +3 Dexterity +10 Charisma +4 Natural +4 Armor +1 Size +1 Insight) ,Touch: 24,Flat-Footed: 33
*When threatened by a larger opponent, add Cha to AC against that opponent for each size it is larger
**Add Cha as a deflection bonus to AC against evil creatures
Initiative: +7
Movement Speeds: 50', 100' Good Flight
BAB/Grapple +14/+29
Attacks
+1 Transmuting, Parrying, Corrosive, Magebane Heavy Mace: +35/+35 (1d6+24+1d6 acid) or Slam: +34 (1d8+23)
Full Attack
+1 Transmuting, Parrying, Corrosive, Magebane Heavy Mace: +35/+35/+30/+25 (1d6+24+1d6 acid) and Slam: +29 (1d8+23)
Defences: SR25 DR 17/Evil and Magic, Resistance 14 (Acid, Cold), Resistance 7 (Fire, Electricity), Immune to Petrification, Possession, Charms, Compulsions, Stunning, and Fear, Exhaustion downgraded to fatigue, Uncanny Dodge (keep dex bonus when flatfooted), Improved Uncanny Dodge (can't be flanked), globe of invulnerability against spells of lv4 and lower
Proficiencies: Simple Weapons
Astral body: The Astral Deva loses all other racial bonus and gains outsider traits (basically darkvision 60 feet). She is a medium sized outsider with base speed 40 feet. She has one natural Slam natural attack dealing 1d10 damage+1,5 str modifier damage. In adition she gains a bonus to nat armor equal to her Con modifier.
Astral Miracle: SLAs, Save DCs 10+1/2HD+Cha, See Below for details
Change Shape: As the srd ability. An Astral Deva can assume the form of any Small or Medium humanoid and back 1/day per HD (14/day) as a standard action.
Ability Score Increase: The Astral Deva gains +1 to
Str at levels 1, 3, 5, 7, 9, 10, 11, 12, 13, 14
Cha at levels1, 4, 6, 8, 10, 11, 12, 13, 14
For a total of +10 Str, +9 Cha at level 14.
Angel: at 2nd level the Astral Deva gains low light vision, resistance to petrification, acid, cold, and a bonus on saves against poison equal to her HD and resistance to fire and electricity equal to half her HD. In addition she gains the good subtype and his natural attacks and any weapon it wields count as good aligned for bypassing DR.
Astral Mace:at 2nd level the Astral Deva crafts a Heavy Mace out of her own pure soul. Even if dropped, thrown or stolen the Astral Mace mysteriously reappears on the Astral Deva's hands on the next moment.
Its stats are like a regular heavy Mace, but it gains an enanchment bonus of +1 for every 2HD of the Astral Deva. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Astral Deva can change her heavy mace's properties with 8 hours of meditation.
Celestial Skin: At 3rd level the Astral Deva gains DR/evil equal to half her HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. She may rise or lower its SR at any time as a free action even if it isn't her turn.
Lesser Protective Aura: At 4th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the Astral Deva, and the bonus to AC and saves is equal to the Astral Deva's Cha mod.
Rise to the Challenge: At 4th level, the Astral Deva adds her Cha bonus (+10) to AC and basic combat maneuvers (like grapple and trip) when threatened by an oponent larger than herself for each size category that said oponent is bigger than the Astral Deva, against that oponent only.
Wings: At 5th level the Astral Deva grows a pair of beautiful feathery wings that allow it to fly at double her base speed with good maneuverability.
Uncanny Dodge: Gained at 6th level as the Rogue ability.
Stun: At 6th level, if the Astral Deva hits an opponent twice or more on a turn, it must succeed on a Fort Save with DC 10+1/2 HD+Str mod (DC 26) or be stunned for 1d6 rounds. If they're immune to stun they're dazed instead. If they're immune to daze they're affected anyway but gain a +5 bonus on this save.
Astral Assault: At 7th level the Astral Deva can swing her heavy mace at impressive speeds. She may attack with it twice as a standard action, or attack one extra time when full attacking, both options at full attack bonus.
Greater protective aura: At 8th level this ability is always active, as minor glove of
invulnerability, but affects all allies within 20 feet of the Astral Deva and blocks spells up to (Half HD level)-3 (lv4).
Cleansing Blow: At 8th level whenever the Astral Deva hits an opponent with her astral mace, she can choose to either automatically dispel a random beneficial spell/power currently affecting the opponent, or impose a penalty on attack rolls from the opponent equal to the Astral Deva's Charisma bonus (10) for 1 round.
Improved Uncanny Dodge: Gained at 9th level, as the rogue ability. Astral Deva levels count as rogue levels for overcoming Improved uncanny dodge, and also stack with rogue levels for this purpose.
Speed Increase: At 9th level the Astral Deva's base speed increased by 10 feet (which increases her flight speed by 20 feet).
Find the Lost: At 10th level the Astral Deva is automatically aware of the presence of Good creatures in trouble inside a radius of 1 mile per HD. When using her plane shift ability on herself, she may choose to appear next to a creature in trouble, in which case she doesn't deviate from course. She may choose to plane shift to a specific creature if the Astral Deva knows it beforehand.
Heaven's Honor: At 10th level the Astral Deva always adds her Cha (+10) modifier to attack rolls, basic combat maneuvers, and AC (which stacks with Rise to the Challenge).
Protect the Weak: At 11th level allies inside the protective aura of the Astral Deva may choose to use her saves and AC when under attack.
Astral Pride: at 12th level the Astral Deva adds her Cha modifier (+10) to her damage rolls, dispel checks, DR, and saves.
Prophetic Warning: At 12th level as a full round action the Astral Deva may deliver an enigmatic message to any other creature within view, granting them a Prophecy. At any time the affected creature may expend the Prophecy to finally understand its meaning and gain a bonus on their next 1d20 roll equal to the Astral Deva's Charisma bonus (+10). No single creature may benefit from Prophetic Warning more than once per day.
Message From Heavens: At 13th level, whenever the Astral Deva hits an opponent in melee with her Astral Mace, she may cast one of her SLAs on either herself or an ally within 5 feet per HD (70ft) as a free action,
even if they couldn't normally be cast at range.
Judgment Mace: At 14th level, whenever the Astral Deva hits an opponent in melee with her mace, she automatically becomes aware of all her opponent's abilities, and one of their Su abilities (chosen at random) is disabled for 1d20 rounds. If they have no Su abilities to disable, then one of their Ex abilities is disabled for 1d20 rounds.
Divine Fervor: At 14th level 1/day as a swift action the Astral Deva may enter a Divine Fervor, gaining temporary HP equal to her HDxCha mod (140), and also making all attacks with her Astral Mace count as touch attacks and ignore miss chances, including from effects like Mirror Image. The bonus last for a number of rounds equal to the Astral Deva's Cha mod (10), after which the Astral Deva is left exhausted.
1: Combat Expertise
fl:Improved Trip
fl:Combat Reflexes
3: Knock-Down
6: Flyby Attack
9: Power Attack
12:Robilar's Gambit
Flaws: Inattentive, Shaky
Appraise(Int), Balance(Dex), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Heal
(wis), Hide(dex), Intimidate, Jump, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft
(int), Spot (wis) and Survival (wis)
Bluff:8.5+10(cha)+3(cmp)+2(mwt)=
+23Diplomacy:17+10(cha)+2(syn)+3(cmp)+2(mwt)=
+34Gather Information:8.5+10(cha)+3(cmp)+2(mwt)=
+23Intimidate:17+10(cha)+2(syn)+3(cmp)+2(mwt)=
+34Tumble:8.5+3(dex)+2(mwt)=
+20Use Magic Device:8.5+10(cha)+3(cmp)+2(mwt)=
+23Save DC: 27
Lv 1-Aid, Remove fear, Detect Evil, each 28/day
Lv 3-Continual flame*, Cure Light Wounds, Invisibility (self only), each 14/day
Lv 5-Greater Dispel magic (+24), Remove curse, Remove disease, each 7/day, Tongues (always active)
Lv 7-Holy smite, Discern Lies, each 4/day
Lv 9-Dispel Evil, Plane Shift, each 3/day
Lv 11- Blade barrier, Heal, each 2/day
Lv 13-Holy Word Holy Aura, each 2/day
*-Unless the material cost is paid, this continual flame only lasts 10 min per HD.
Misc: Change Shape (small or medium humanoid), 14/day
WBL: 150,000
Cat's Eye Brooch/ Amulet of Health +4 9,000/ 16,000
Cloak of Charisma +4 16,000
Belt of Giant Strength/ Battle +5 25,000/ 12,000
Ring of Reduction 20,000
Banner of the Storm's Eye 15,000
Circlet of Persuasion 4,500
Sandals of the Vagabond 4,000
Third Eye Freedom 2,600
Wands
Wings of Cover 4,500 (in wand chamber in mace)
Mirror Image 4,500
Wraithstrike 4,500 (in wand chamber in left gauntlet)
Swift Haste 4,500 (in wand chamber in right gauntlet)
Lesser Vigor x2 1,500
Swift Expeditious Retreat 750
Mithral Chain Shirt 1,250
Masterwork Tools x6 300
2 Gauntlets with Wand Chambers 204
Total:147,104
Remaining: 2,896
Inez was a servant and embodiment of Good and Law and she was perfectly content to be so forever. Then the Mistress and Master plucked her from heaven and gave her free will. Only, they may have done something wrong. Inez didn't just get free will, she got a whole bunch of memories of being a man living in a village. The Mistress wanted Inez to fight for her but when Inez tried to ask why they were fighting and was that a good idea and couldn't they try talking instead, the Mistress shut her in a room saying she would deal with her later. Inez waited a long time before she realized the Mistress wasn't coming back.
Without anyone to tell her what to do, she wandered for a while. She thought about going back to the other Angels but would they take her back after what had a happened? And was she sure she wanted to go back? She had never really thought through being an Angel. Maybe she had been doing wrong things all those years without knowing it. Free will was really confusing.
In her wanderings, she began to hear tales of a group of adventurers who were trying to do something about the troubles with outsiders getting free will. Trying to put things right. They had fought evil angels and were probably the reason the Mistress never came back. Inez decided she would go looking for these adventurers. If they really were trying to put things right, she would offer to help them. Maybe they would be able to help her figure out what right was.
Very confused and unsure of herself. She has exceptional physical might and personal magnetism but constantly worries that she could misuse them. She tends to second guess her actions frequently and would prefer that others make the important decisions, if she could only find some others she could trust to do so.
Crunch: Secondary melee and simultaneous buffer/debuffer. The Deva class means a smack with a blunt object goes a very very long way.
Also has solid mods in social skills which the party currently lacks.