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Heaven and the Angels

Posted: Sun Jan 23, 2011 6:02 pm
by KaiserKris
The Spheres of Heaven and the Angels:
Upon death, evil souls migrate to the horrific realms of the Abyss or to the diabolic realm of Hell, depending on ultimate inclination. Those souls that are overwhelmingly neither good nor evil migrate to the grey realms of Sheol, the common grave, to live lives much like their mortal existences on the Earthly Plane. Those souls, however, that are truly good, regardless of their inclination towards law or chaos, ascend to Heaven.

Heaven should not be understood so much as a singular place but as several planes linked intimately together. Each of the goodly gods maintains their own paradise exclusive to their followers, with unique features to that deity. However, travel between the heavenly spheres is a simple matter, thus allowing the souls of the truly good to commune with each other regardless of specific cultic leanings or opinions regarding the role of law or freedom in a just society.

The Spheres of Heaven: (There are countless others, but these are some of the most prominent)

Eshara’s Realm: The Lawful Good goddess of honour, courage and military strategy’s celestial realm takes on the form of a gleaming marble fortress, of a size and beauty unapproached by any structure in the mortal realms. Here, her followers work together in perfect unity and with divine purpose to ensure the ultimate victory of good against evil. The armouries of the White Fortress overflow with powerful weapons of goodness and magnificent suits of celestial armour, and fallen followers have the privilege of fighting at the side of the greatest holy warriors of countless millennia.

The Realm of Sol Invictus: One of the largest of all Heavenly realms, the Lawful Good god of life and the sun maintains a vast paradise of fertile fields and natural beauty surrounding a massive golden city, glittering with jewels of value beyond any estimation. The people of the Sun Realm live in the perpetual daylight of a benevolent sun and work together in harmony to continually improve the realm- even in Heaven, perfection is a goal rather than a reality.

Nimune’s Realm: The Neutral Good goddess of fresh water, healing and medicine resides in a calm and serene world filled with large, shallow lakes and gentle, winding rivers. The waters of this realm are supernatural, and even a tiny amount of it can work incredible miracles if brought to the Earthly Realm. Nimune’s followers live amongst the serene waters, partaking of its many blessings with glad hearts.

Arinna’s Realm: The Neutral Good goddess of knowledge, philosophy and the arts presides over a great library and gallery containing countless books, scrolls and artistic treasures from all over the planes. Those who enter into this realm are immersed in the collected knowledge of all of Existence, as well as the limitless beauty created by millions of gifted imaginations. Goodly wizards also flock to this realm, and use their magic to advance the interests of good in the multiverse.

The Realm of Los: The Chaotic Good god of wanderers, travel and adventurers makes his home in a beautiful, but somewhat chaotic realm where the brave can find challenges to meet their skills, and where those wearied adventurers can find the rest they need as well. The geography of Los’s realm is constantly in flux, and new towns, cities and even continents continually form upon it. It is very common for followers of Los to spend significant amounts of time questing for the gates to the other heavenly realms- only hidden in the realm of Los to provide brave spirits with a goal to aspire to.

Luna’s Realm: The Chaotic Good goddess of the forest, moon and stars makes her home in a realm of ethereal beauty, lit by the continual glow of the moon and stars. The inhabitants of this realm consider themselves to be not the masters of nature, but a part of it, and live in perfect harmony with their realm. Magic in Luna’s realm is virtually omnipresent, and even the very leaves are illuminated with a subtle magical presence.

Peopling the realms of Heaven are a number of races of celestial beings, unique to particular godly realms or to different goodly alignments, but unifying all of these realms are the angels, the direct agents of the goodly gods. It is the angels that are the unifiers and defenders of the goodly realms against the forces of evil. While vastly outnumbered by the infinite hordes of the Abyss and the great legions of Hell, the angels hold their own through sheer power, and through their great unity of purpose.

The divine mission of the angels is to spread goodness throughout the realms of mortals, and to combat the forces of evil. While it is probably fair to say that the average angel tends to lean somewhat closer to the law and discipline embodied in Lawful Good than the total dedication to freedom of Chaotic Good, it must not be doubted that all questions of law and chaos are subordinate, in the view of angels, to the eternal battle between good and evil. Angels detest lawfully totalitarian regimes as much as they would a regime of brutal, chaotic warlords. They may have a slight preference for lawful societies, but in their view, the only just laws are those that promote the greater good of society and the universe as a whole.

There are numerous types of angels, each with unique powers and purpose. Listed below are some of the most common types of angels.

Blessed Spirit (2 HD)- The least of angelkind, the Blessed Spirits go about to spread enlightenment and goodness in subtle ways.

Inspiring Angel (4 HD)- One of the least of angelkind, the Angelic Muse is responsible for inspiring the forces of good against evil, rather than directly combating the forces of evil.

Messenger Angel (6 HD)- The Messenger Angels are the standard emissaries of Heaven to the Earthly Realms, bringing wisdom and prophecy to the races of Earth.

Redeeming Angel (8 HD)- The Redeeming Angels are the heavenly counterpart to the Infernal Tempter Devils, and often are charged with undoing their heinous work, leading souls to redemption.

Avenging Angel (10 HD)- The Avenging Angels are the warriors of angelkind, stalwartly defending the realms and interests of Heaven from their enemies.

Herald Angel (12 HD)- The Herald Angels are bearers of great prophecies and the emissary agents of the goodly gods. They do not often appear in the Earthly Realm.

Guardian Angel (14 HD): The Guardian Angels are elite defenders and warriors of angel kind, protecting cities, duchies and kingdoms against demonic incursion.

Destroying Angel (16 HD): The Destroying Angels are the compassionate yet distant ministers of death and destruction, serving the purposes of good, but with mighty and often deadly purpose.

Archangel (20 HD): The mighty Archangels serve as the commanders of angelic armies, and are possessed of vast magical power.

Cherubim (22 HD): The repositories of vast knowledge and divine power, the Cherubim are the masterminds of angelic power, containing vast power within their celestial bodies.

Seraphim (26 HD): The most powerful angels, the Seraphim are usually the direct agents or subordinates of the goodly gods, and possess power equal to that of the mightiest archdevils or demon lords.

Re: Heaven and the Angels

Posted: Sun Jan 23, 2011 7:41 pm
by KaiserKris
Blessed Spirit:
Before you is a glowing orb, about two feet in diameter, which emanates a radius of light and benevolence, and as it approaches, you hear the faint voices of a vast celestial choir. The light of the orb seems to intensify for a moment and you feel your wounds fade away.

No. Encountered: 1, 4-8
Size: Small
HP: 16 (2d10)
Move: 60 (fly)
AC: 14
Attacks: Holy Light (d4 damage, range 60, double damage vs. undead/evil extraplanars)
Special: Angelic Attributes, Immunities, Spell-Like Abilities, Summoning, Turning
Primes: Wisdom
Int: High
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure:
XP: 46 + 2

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Immunities: Blessed Spirits cannot be harmed with ordinary weapons. Only magical and evil-aligned weapons will do them harm. They are additionally immune to mind-affecting magic of all types.

Spell-Like Abilities: Blessed Spirits can cast bless, protection from evil, sanctuary and cure light wounds three times per day.

Summoning: Blessed Spirits can summon 1 other Blessed Spirit once per day.

Turning: Blessed Spirits can turn undead and evil extraplanar beings as a 2nd level cleric.

Not so much true angels as the physical manifestation of the souls of the blessed, these beings of light and goodness frequently cross between Heaven and Earth with the goals of advancing the cause of good and right in the world. Merely the physical avatars of Heaven’s inhabitants, the Blessed Spirits do not fear their destruction- regarding it properly as nothing but a setback. After a time, their souls will remanifest in Heaven.

It is relatively rare to encounter Blessed Spirits in combat, unless the party in question is evil-aligned. They typically prefer to use their spell-like abilities to assist their allies than to engage in direct combat, though this is largely out of recognizance that their abilities are best employed in support rather than for direct offence. If pressed, Blessed Spirits will usually retreat under cover of a sanctuary spell, unless the cause is important enough to merit their sacrifice.

Re: Heaven and the Angels

Posted: Sun Jan 23, 2011 8:40 pm
by Willy Rat
These are awesome, K.K.! [pun intended]
Consider them stolen, er... referenced. ;)

Nice to see someone thinking of the flip side of the coin as opposed to just more and more demons etc. Keep 'em coming!
Thanks

Re: Heaven and the Angels

Posted: Sun Jan 23, 2011 8:52 pm
by KaiserKris
Inspiring Angel:
Floating before you is a winged humanoid, bearing an orb in its right hand and a scroll in its right. It speaks to you in an immeasurably ancient and mysterious language that you nonetheless understand perfectly. Suddenly, ideas begin to manifest in your head, as well as the courage to carry them out.

No. Encountered: 1
Size: Medium
HP: 31 (4d10)
Move: 60 (fly)
AC: 16
Attacks: Holy Light (d4 damage, range 60, double damage vs. undead/evil extraplanars)
Special: Angelic Attributes, Immunities, Inspiration, Spell-Like Abilities, Summoning, Turning
Primes: Wisdom
Int: Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure:
XP: 215 +4

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Immunities: Inspiring Angels cannot be harmed with ordinary weapons. Only magical and evil-aligned weapons will do them harm. They are additionally immune to mind-affecting magic of all types.

Inspiration: Inspiring Angels have the ability to fertilize the mind and soul, casting out doubts and allowing it to form ideas and plans to do the work of goodness in the world. An Inspiration cannot be resisted- one will get the idea, but one can refuse to carry it out, though doing so may have grave consequences.

Spell-Like Abilities: Inspiring Angels can cast bless, sanctuary, lesser restoration and cure moderate wounds three times per day. They can use change self at will.

Summoning: Inspiring Angels can summon 1d2 Blessed Spirits, or 1 other Inspiring Angel once per day.

Turning: Inspiring Angels can turn undead and evil extraplanar beings as a 4th level cleric.

One of the lesser orders of angels, the Inspiring Angels are mostly charged with motivating and charging goodly mortals to work actively for goodness. They appear in many guises and their specific purposes are legion. Sometimes, they quietly see to it that mortals receive pieces of important information, other times they act as muses for bards or artists, or appear to leaders directly to assure them that Heaven cares about their fate and exhort them to renewed effort for the forces of good.

Inspiring Angels usually avoid combat, being relatively frail creatures, but if pressed, they will fight bravely, using their light rays to attack enemies from range and frequently taking advantage of their ability to turn undead and evil extraplanar enemies. If overwhelmed, they will typically retreat rather than fight to the death.

Re: Heaven and the Angels

Posted: Mon Jan 24, 2011 12:51 am
by KaiserKris
Messenger Angel:
Out in the dark night you are suddenly caught in a flash of light, as a shining, luminescent being manifests out of nowhere with important news. It seems the very gods themselves have taken an interest in your affairs.

Either way, you dare not disregard the message of an angel.


No. Encountered: 1
Size: Medium
HP: 64 (6d10+18)
Move: 60 (fly)
AC: 18
Attacks: +1 Holy Mace (1d8+1 damage, double against undead/evil extraplanar), Holy Light (1d4 damage, range 60, double against undead/evil extraplanars)
Special: Angelic Attributes, Divine Messenger, Immunities, Spell-Like Abilities, Summoning, Turning
Primes: Wisdom, Constitution
Int: Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure: +1 Holy Mace
XP: 720 +6

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Divine Messenger: Empowered by Heaven to bear their messages to mortal beings and other extraplanar beings, Messenger Angels have the ability to magically track their ‘target’ through any geographic distance or barriers, and even planar restrictions, manifesting within sight range of the creature they seek without fail.

Immunities: Messenger Angels cannot be harmed with ordinary weapons. Only magical and evil-aligned weapons will do them harm. They are additionally immune to mind-affecting magic of all types.

Spell-Like Abilities: Messenger Angels can cast sanctuary, bless, cure serious wounds, consecrate, light, silence, sending and dispel magic at will. They can cast plane shift and restoration once per day.

Summoning: Messenger Angels can summon one Messenger or Inspiring Angel or 1d4 Blessed Spirits once per day.

Turning: Messenger Angels can turn undead and evil extraplanar beings as a 6th level cleric.

The givers of divine command and prophecy, the Messenger Angels are one of the most commonly seen types of angels in the mortal realms. They are single-handedly focused on their purpose and will relay their message to the appropriate recipient even if it involves a grave risk of their own destruction. Those who would interfere with the duties of a Messenger Angel do so at their peril- while Messenger Angels loathe smiting all but the truly wicked, they will not hesitate to use force if necessary to pass their message or directive on.

Though Messenger Angels usually prefer to avoid combat, they are fairly formidable warriors, using their holy maces and turning abilities to devastate wicked enemies. They will typically summon one of their own, or a small handful of Blessed Spirits to assist them in combat situations. They are unafraid to close into melee, and fight courageously as a whole, though the safety of their message is usually considered to be more important than winning a battle.

Re: Heaven and the Angels

Posted: Mon Jan 24, 2011 11:23 pm
by Aladar
Nice work KaiserKris.

Re: Heaven and the Angels

Posted: Tue Jan 25, 2011 2:25 am
by Andred of Albans
Excellent work! I really like your stuff! :ugeek:

Re: Heaven and the Angels

Posted: Tue Jan 25, 2011 10:42 pm
by Lurker
Andred of Albans wrote:Excellent work! I really like your stuff! :ugeek:


Meeee toooooooo!

The Redeeming Angel

Posted: Fri Jan 28, 2011 2:44 am
by KaiserKris
Redeeming Angel:
The writhing demoniac first hisses and tries to turn away from the blinding light that fills his squalid cell, trying to avoid the luminescent being that has entered his cell. Undisturbed by his display, the being advances grasping him with strong hands and speaking words of power to the horrible demon that dwells inside of him. With a final scream, a dark shadow is seen to crawl up the wall above the possessed man, who falls forward with a slump.

Another small battle won in the eternal struggle with evil. As the keeper of the jail looks on in awed silence, the magnificent angel disappears, leaving behind no traces of its ever being present save for the man in the corner, sleeping as peacefully as a newborn.


No. Encountered: 1
Size: Medium
HP: 82 (8d10+24)
Move: 60 (fly)
AC: 19
Attacks: +1 Holy Weapon, Holy Light (1d6+1 damage, double against undead)
Special: Angelic Attributes, Covenant of Redemption, Immunities, Spell-Like Abilities, Summoning, Turning, Word of Redemption
Primes: Wisdom, Constitution
Int: Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure: +1 Holy Weapon
XP: 1750 + 8

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Covenant of Redemption: Those who receive the blessing of redemption from the Redeeming Angel are often expected to undergo a quest or perform a service for the forces of Heaven. While innocent demoniacs are often simply freed from their bondage, those that bargain willingly with devils will be placed under the obligation to perform a service of the angel’s choosing, with equal force and power to a geas. The individual naturally surrenders any advantages that the Infernal pact granted them.

Immunities: Redeeming Angels cannot be harmed with ordinary weapons. Only magical and evil-aligned weapons will do them harm. They are additionally immune to mind-affecting magic of all types, as well as poison, disease, petrifaction, polymorph and death spells.

Spell-Like Abilities: Redeeming Angels can cast daylight, sanctuary, bless, cure serious wounds, consecrate, light, silence, sending, searing light and dispel magic at will. They can cast atonement, plane shift, teleport without error and restoration once per day.

Summoning: Redeeming Angels can summon one Messenger or Inspiring Angel or 1d4 Blessed Spirits once per day.

Turning: Redeeming Angels can turn undead and evil extraplanar beings as a 8th level cleric.

Word of Redemption: Redeeming Angels have the ability to, once per month; absolve a mortal from any contracts they have made with devils. They are also capable of casting out evil spirits of a HD equal to or lower than themselves at will without a save.

The Redeeming Angels play a very important role in Heaven’s plans of redemption, freeing mortals from the chains of evil. Whether innocents possessed by malevolent demons or repentant sinners that bargained with devils, Redeeming Angels will offer them succor, though often with the expectation that they will perform some great and worthy deed for their Heavenly benefactors.

It is not particularly common to encounter a Redeeming Angel in direct combat, as their mission is to save souls, rather than to fight in Heaven’s name. However, they can be formidable fighters if required, with their holy weapons inflicting grievous damage upon evil enemies. Should a battle turn against them, they will typically retreat, as their true mission lies with things other than combat.

Re: Heaven and the Angels

Posted: Fri Jan 28, 2011 6:30 pm
by KaiserKris
Avenging Angel:
The fierce-looking angel manifests out of the night, blinding in its powerful light and wielding a mighty greatsword, wreathed in divine flame, swooping down upon the erinyes and smiting it with horrific divine power, swiftly killing the wicked devil. The powerful warrior angel barely notices you as it turns away, intent on other reckonings.

No. Encountered: 1, 4-6
Size: Medium
HP: 104 (10d10+30)
Move: 60 (fly)
AC: 20
Attacks: Holy Greatsword +1 (2d6+4 dmg, double against evil extraplanar/undead), Holy Light (1d6+1 damage, range 60, double against undead)
Special: Angelic Attributes, Covenant of Vengeance, Immunities, Spell-Like Abilities, Smite Evil, Summoning, Turning
Primes: Strength, Constitution, Wisdom
Int: Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure: +1 Holy Weapon
XP: 4200 + 10

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Covenant of Vengeance: Avenging Angels possess the ability to pursue their targets, unrestricted by geography and even plane, manifesting a short distance away from their intended target. An Avenging Angel can only be thus bonded to one opponent at a time and will remain so until the target is destroyed or they are absolved of their quest by an archangel or even higher celestial being.

Immunities: Avenging Angels can only be harmed with magical or evil-aligned weapons, and are immune to all mind-affecting magic as well as poison, disease, death sells, polymorph and petrifaction.

Spell-Like Abilities: Avenging Angels can cast dispel magic, bless, command, light, hold person, silence, searing light, dismissal, holy smite and hallow at will. They can cast flame strike, dispel evil and teleport without error three times per day, and blade barrier and plane shift once per day.

Smite Evil: Once per day, the Avenging Angel can designate a target, adding +3 to its attack roll and inflicting bonus damage equal to its HD when attacking a particular enemy. This ability remains active until the target is dead.

Summoning: The Avenging Angel can call upon 1d6 Blessed Spirits, one Avenging Angel or 1d2 of any type of Angel lower than itself once per day.

Turning: The Avenging Angel can turn or destroy undead or evil extraplanar beings as a cleric of 10th level.

The Avenging Angels are among the fiercest warriors of Heaven, wielding mighty holy greatswords to devastating effect against the enemies of goodness and right. Tireless in their pursuit of the truly wicked, they can freely cross all worldly and planar limitations to reach and ultimately destroy their enemies. Few evil beings indeed dare stand against these mighty champions of Heaven.

Good-aligned parties usually have little to fear from Avenging Angels, but should a neutral or evil-leaning party attract one’s harsh attention, they are extremely powerful and deadly opponents. Capable of inflicting enormous damage with their enchanted weapons, they also wield powerful magic and can rapidly annihilate a party. True warriors and possessed of supreme courage, Avenging Angels will usually fight to the death, retreating only if there is some even more pressing task it must perform.

Re: Heaven and the Angels

Posted: Fri Jan 28, 2011 7:49 pm
by clavis123
I've been following this thread (as well as your others regarding the infernal creatures) with interest. I enjoy seeing the different take on the Angels, and how your work both compliments and contrasts with my own. In particular, your presentation of lower-HD Angels allows such beings to become a part of game play sooner rather than later in the campaign. I also like how you've worked the idea of Heaven and the angels into a polytheistic world-view, by making the different deific realms analogous to the numbered Heavens of classic lore. Good work!

Re: Heaven and the Angels

Posted: Fri Jan 28, 2011 11:28 pm
by KaiserKris
clavis123 wrote:I've been following this thread (as well as your others regarding the infernal creatures) with interest. I enjoy seeing the different take on the Angels, and how your work both compliments and contrasts with my own. In particular, your presentation of lower-HD Angels allows such beings to become a part of game play sooner rather than later in the campaign. I also like how you've worked the idea of Heaven and the angels into a polytheistic world-view, by making the different deific realms analogous to the numbered Heavens of classic lore. Good work!
Well, my intent in that is to give a fairly equivalent power scale for different Celestial beings, as I've given for the Infernal and Abyssal ones. I'm going further from the SRD with the angels because for some reason, 'Astral Deva', 'Planetar' and 'Solar' seem more like designations for Archons than angels proper.

The Angels act simultaneously as servants and allies of the goodly gods, and in my mind, they predate the current crop of gods or at least most of them. The gods are ridiculously powerful and don't age and die naturally, but they can be killed and supplanted under the right (or wrong conditions). There's also a tiny handful of non-deities (Asmodeus, Demogorgon, Lilith, Behemoth, etc) that are of similar power to the physical avatars of gods.

Re: Heaven and the Angels

Posted: Fri Jan 28, 2011 11:50 pm
by Omote
KaiserKris wrote:I'm going further from the SRD with the angels because for some reason, 'Astral Deva', 'Planetar' and 'Solar' seem more like designations for Archons than angels proper.
Yes. And ugh... to those 3.5 names. Craptastic.

~O

Re: Heaven and the Angels

Posted: Mon Jan 31, 2011 4:09 am
by KaiserKris
Herald Angel:
This magnificent looking angel appears so far above in the sky as to only be vaguely recognizable- you can just make out the angelic form lifting a large trumpet to its lips and blowing, whereupon the entire battlefield stops for a moment, frozen in time at the great angel’s calling.

Thereupon, the angel begins to write great signs and symbols in the sky, images that speak at will, with their meaning clear to the thousands assembled there that day. This is a meaningless and futile battle and it is understood that it be the will of Heaven that this war stop immediately.

Once time resumes, the assembled forces immediately sheathe their weapons and go about treating their wounded and gathering their dead. There will be no further fighting between these two lords.


No. Encountered: 1
Size: Medium
HP: 113 (12d10+36)
Move: 60 (fly)
AC: 22
Attacks: 2x Holy Light +2 (1d12+5 damage, double damage against undead/evil extraplanar)
Special: Angelic Attributes, Herald Trumpet, Immunities, Prophetic Images, Spell-Like Abilities, Summoning, Turning
Primes: Strength, Constitution, Wisdom
Int: Supra-Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure: Herald Trumpet (see below)
XP: 6700 + 12

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of demons, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Herald Trumpet: Whenever a Herald Angel puts its magical trumpet to its lips, great and portentious things happen. Once per day, the Herald Trumpet can cast the equivalent of a time stop spell over an area half a mile wide, allowing the Herald Angel to present its message or prophecy. Alternatively, once per day, the Herald Trumpet can create a miracle that benefits a mortal being that has decisively aligned his or herself with the will of Heaven. Neither of these abilities can be used to directly harm any mortal being.

Should a Herald Angel be destroyed or a Herald Trumpet ever fall out of its hands, only the very purest mortal beings (good-aligned clerics and paladins above level 10) can pick it up, on pain of instant death and bodily destruction. In the hands of such a worthy being, however, the Herald Trumpet can be used to summon the assistance of any one angel below 20 HD. In exchange for their help, it is expected that the Herald Trumpet then be returned to the hands of the angels.

Immunities: Herald Angels can only be harmed with +2 magical or evil-aligned weapons, and are immune to all mind-affecting magic as well as poison, disease, death sells, polymorph and petrifaction.

Prophetic Images: Herald Angels can use any and all illusion and mind-affecting spells to illustrate its prophecies to those that it chooses to speak to, but cannot use this power to directly harm any mortal being.

Spell-Like Abilities: Herald Angels can cast spells as a 12th level cleric, but additionally gain the ability to cast mass hold monster, mass suggestion, mass charm monster and holy word once per day each. They can cast plane shift and teleport without error at will.

Summoning: Herald Angels can call upon 1 Avenging Angel or 2d6 Blessed Spirits once per day.

Turning: The Avenging Angel can turn or destroy undead or evil extraplanar beings as a cleric of 12th level.

The supreme messengers and inspirational forces of the Heavens, the Herald Angels are entrusted with incredibly powerful Herald Trumpets, magical tools of the utmost power which can stop the forces of time itself and call upon incredible miracles from Heaven. The Herald Angels are mysterious beings who rarely communicate directly with mortals, but prefer to let their deeds and prophetic images communicate their message for them.

Due to the specific purpose and general nature of the Herald Angels, direct combat against them is rather unlikely. They generally seek to avoid combat, and will generally retreat unless it is absolutely imperative that they stand and fight. If pressed into combat, they will usually summon an Avenging Angel to assist them and support that being with magic and holy light blasts, or using its turning ability against any undead or evil extraplanar beings in their path.

Re: Heaven and the Angels

Posted: Tue Feb 01, 2011 2:04 am
by Andred of Albans
I like it, I love it, I want some more of it! :lol:

Re: Heaven and the Angels

Posted: Wed Mar 02, 2011 7:02 pm
by KaiserKris
Guardian Angel:
A huddling band of refugees, hounded by marauding mercenaries of the evil duke, have no where else to run. As the mercenary soldiers close in, licking their lips at the thought of pillage and even more terrible deeds, a luminescent being appears in a flash which is simultaneously blinding to the evildoers and strangely comforting to their would-be victims.

The angel points directly at the marauders and speaks a single word. “Flee.” And they do, faster and farther than they have ever done before.


No. Encountered: 1-2
Size: Large
HP: 143 (14d10+42)
Move: 60 (fly)
AC: 22
Attacks: 2x Holy Mace +2 (2d8+5 damage) or 2x Holy Light +2 (2d6+2, range 100)
Special: Angelic Attributes, Covenant of Protection, Immunities, Spell-Like Abilities, Summoning, Turning, Voice of Command, Zone of Protection
Primes: Strength, Constitution, Wisdom
Int: Supra-Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure:
XP: 12,700 + 14

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of devils, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Covenant of Protection: Guardian Angels are capable of offering their divine protection to beings, usually in exchange for some major service to the cause of Heaven. When under a Covenant, all beings gain the benefit of a protection against evil spell and are under the watchful eye of a Guardian Angel, who may send emissaries (use their summoning ability as a guide) to assist anyone under a Covenant of Protection.

Immunities: Guardian Angels can only be harmed with +2 magical or evil-aligned weapons, and are immune to all mind-affecting magic as well as poison, disease, death sells, polymorph and petrifaction.

Spell-Like Abilities: Guardian Angels have the ability to cast the following spells.

At Will: blade barrier, geas, heal, flame strike, cure critical wounds, dispel evil, plane shift, dismissal, control water, hallow, holy smite, sanctuary, restoration, teleport without error
3/day: antipathy, mass heal, holy aura, holy word, greater restoration, power word blind
1/day: gate, true resurrection
1/month: miracle

Summoning: Guardian Angels can call upon 1 Herald Angel, 1d2 Avenging Angels, 1d3 of any lower type of angel or 2d4 Blessed Spirits once per day.

Turning: The Guardian Angel can turn or destroy undead or evil extraplanar beings as a cleric of 14th level.

Voice of Command: The Guardian Angel can use its voice to issue inexorable commands as a command spell to all beings of its hit dice or lower within range, which will be followed for 1d6+1 rounds. The Guardian Angel can only use this ability twice in a given combat encounter.

Zone of Protection: The Guardian Angel has the ability to grant the benefits of a combined antipathy and sanctuary spell to all beings within a 60-foot radius of it, as it hovers overhead. The Guardian Angel is not protected specifically, and maintenance of the field is a standard action.

The Guardian Angels are the protectors and defenders of the good and just against the forces of evil. Their overriding mission is this protection, and they will freely endanger their own existence in order to protect worthy mortal souls from the forces of evil. They are known for the powerful, but usually costly Covenants of Protection that they often make with powerful mortal champions of good.

Goodly beings will rarely have any cause to battle a Guardian Angel, and even evil creatures who are not actively menacing innocents in the moment are unlikely to be openly attacked by them. However, in combat, a Guardian Angel is a fearsome and powerful opponent, with a variety of deadly spells and abilities. Most typically, a Guardian Angel in combat will summon an Avenging Angel, and support it with its spellcasting or turning abilities. Guardian Angels will retreat if randomly encountered and losing a battle, but will protect innocent souls with their lives if need be.

Re: Heaven and the Angels

Posted: Wed Mar 02, 2011 7:23 pm
by KaiserKris
Destroying Angel:
The malevolent hezrou, once summoned by a foolhardy mage, has found its lust for bloody revenge satisfied by crushing mortals underfoot. Already, the loathsome creature has destroyed several villages and lumbers towards a town. The few mortal adventurers in the area are only neophytes and are no match for the dreaded beast. However, just as victory seems within its grasp, a brilliant light shines on, and a wrathful being issues forth, blazing sword in hand.

With a single blow of the creatures’ sword, the hezrou is destroyed, its body wreathed in holy fire. And as soon as it manifested, the destroying angel is gone …


No. Encountered: 1, 4-6
Size: Medium
HP: 160 (16d10+48)
Move: 60 (fly)
AC: 24
Attacks: 2x Holy Greatsword +3 (3d6+6 damage) or 2x Holy Light +3 (2d6+3, range 100)
Special: Angelic Attributes, Aura of Divine Flame, Divine Catastrophe, Immunities, Righteous Smite, Spell-Like Abilities, Summoning, Turning
Primes: Strength, Constitution, Wisdom
Int: Supra-Genius
Alignment: Good (any)
Type: Extraplanar (angel)
Treasure:
XP: 21,600 + 16

Special Abilities:
Angelic Attributes: All angels possess constantly active true sight and emit a constant magic circle against evil. They possess the ability to completely ignore either the fear aura of demons or the disguise powers of devils, and always know the true alignments of any creatures that face them. Angels possess flawless darkvision, and are equally adept in conditions of normally blinding light. Angels can speak in any language, as well as use telepathy, and under normal circumstances, every creature perceives an angel in the image of its own race and hears their words in their language. This is not an illusion as such, and cannot be dispelled or countered.

Aura of Divine Flame: All evil creatures who come within 60 feet of the Destroying Angel suffer 2d6 damage, half from fire and half from holy energy. The Destroying Angel can choose to suppress this effect. Neutral creatures suffer the 1d6 damage from fire, and goodly creatures are totally unharmed by this effect. Exposure to this aura for more than 4 rounds necessitates that the victim make a Wisdom save or suffer permanent blindness.

Divine Catastrophe: Once per day, the Destroying Angel can engineer a divine castastrophe to afflict the evil or to otherwise serve the cause of Heaven. This spell could take the form of a severe earthquake or a colossal storm, the sudden collapse of a structure, or a strange pestilence which only infects an invading army.

Immunities: Destroying Angels can only be harmed with +2 magical or evil-aligned weapons, and are immune to all mind-affecting magic as well as fire, poison, disease, death sells, polymorph and petrifaction.

Righteous Smite: Up to three times per day, a Destroying Angel can channel powerful divine energy into its blade, allowing it, upon a successful hit to destroy any 1-4 HD evil creature without a saving throw. A creature of 5-10 HD that is hit by this effect must save against death or be destroyed. A creature higher than 10 HD is struck as if by a paladin’s smite evil ability, suffering the regular weapon damage, plus the Destroying Angel’s HD.

Spell-Like Abilities: Destroying Angels have the ability to cast the following spells.

At Will: blade barrier, geas, heal, flame strike, cure critical wounds, dispel evil, plane shift, scrying, dismissal, control water, hallow, holy smite, teleport without error
3/day: antipathy, mass heal, holy aura, holy word, greater restoration, power word stun, power word blind
1/day: gate, time stop, power word kill, true resurrection
1/month: miracle

Summoning: Destroying Angels can call upon 1 Guardian or Herald Angel, 1d2 Avenging Angels, 1d3 Redeeming or Messenger Angels, or 2d6 Blessed Spirits once per day.

Turning: The Destroying Angel can turn or destroy undead or evil extraplanar beings as a cleric of 16th level. The Destroying Angel must make an active effort to turn evil extraplanars, but can turn or destroy undead simply by being within sixty feet of them.

The Destroying Angels are among Heaven’s most powerful enforcers, and are feared agents of divine wrath. Even amongst the goodly, Destroying Angels are feared for their destructive power, and their very existence is a powerful reminder that the forces of good are anything but passive in their quest to annihilate evil. Destroying Angels are relatively rarely encountered by mortals, but when they are, they are capable of wreaking havoc, particularly with their abilities to create enormous catastrophes.

Should an evil creature be so unfortunate as to arouse the wrath of a Destroying Angel, they will face an extremely powerful opponent with great melee power and devastating spells and special abilities. Destroying Angels do not hold back in battles with evil and will use their most powerful abilities immediately in an effort to win through brute power. They will usually summon Avenging Angels to assist them in these endeavors, although occasionally they will work with Guardian Angels- while the Guardian Angel protects innocents, the Destroying Angels will go after the opposition ruthlessly.