Author Topic: Celestial Classes  (Read 5007 times)

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SiggyDevil

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Celestial Classes
« on: November 16, 2010, 09:51:05 PM »
Feats

Archon Forces [Celestial]
Gain Celestial and Archon subtypes.
Level  Ability
1         Electricity, Earth, and Light resistance 5, Endure Elements, Low Light Vision, Darkvision 30
6         Electricity, Earth, and Light resistance 15, Tongues, Darkvision 60
11       Electricity, Earth, and Light resistance 30, Cold and Fire resistance 10
16       Electricity, Earth, and Light Immunity


Eladrin Marches [Celestial]
Gain Celestial, Fey, and Eladrin subtypes.
Level  Ability
1         Electricity, Earth, Air, and Sonic resistance 5, Endure Elements, Low Light Vision
6         Electricity, Earth, Air, and Sonic resistance 15, Tongues
11       Electricity, Earth, Air, and Sonic resistance 30, Cold and Fire resistance 10
16       Electricity, Earth, Air, and Sonic Immunity


Guardinal Clan [Celestial]
Gain Celestial and Guardinal subtypes.
Level  Ability
1         Electricity, Earth, Water, and Air resistance 5, Endure Elements, Low Light Vision, Darkvision 30
6         Electricity, Earth, Water, and Air resistance 15, Speak With Animals, Darkvision 60
11       Electricity, Earth, Water, and Air resistance 30, Cold and Fire resistance 10
16       Electricity, Earth, Water, and Air Immunity


Angelic Choir [Celestial]
Gain Celestial and Angel subtypes.
Level  Ability
1         Acid, Cold, Light, and Earth resistance 5, Endure Elements, +4 saves vs Poison, Darkvision 30
6         Acid, Cold, Light, and Earth resistance 15, Tongues, Darkvision 60
11       Acid, Cold, Light, and Earth resistance 30, Electricity and Fire resistance 10,
16       Acid, Cold, Light, and Earth Immunity






ClassesTranscend (Ex): The character may assume the form and appearance of a specific monster race for each one named. Only one specific type of Transcend form may be assumed each day.
After a full sleep period (one night) the character may switch to or from a previously known Transcend form, readying it for use throughout the day and until switched again.
Activating form abilities and appearance takes 1 round of concentration. Switching back is 1 standard action.
While a form is active add all specified traits to the character. Everything else stays the same.
Spell-like and Supernatural abilities of the monster are available while the form is active, but class-based spells from the monster are not. For instance a Solar form does not grant Cleric spellcasting. A monster form's spell-like abilities with limited uses remain expended until after a full sleep period even if forms are changed.
Spell-like and Supernatural abilities use the character's total levels as caster level for effects.

Heavenly Perfection (Ex):
Add each class level to Natural Armor bonus.
Add every even level as a racial bonus to each ability score.
Ability score bonuses granted by this ability do not stack with racial or enhancement bonuses.

Wings (Ex): The character has wings that vary in ability from decorative to fully functional.
Level   Flight
1          as Feather Fall
3          Glide speed 30 (Average, fall 5 feet every round, no upward motion)
5          Fly speed 60 (Good)
9          Take no nonlethal damage from Hustle action while flying

Aura of Menace (Su): Protective Aura (Su): Trumpet (Su): Alternate Form (Su): The character has a single different form from the Polymorph subschool that it can assume at will. Abilities, mass, and size remain unchanged, but movement form(s) might change. Only appearance is altered. Shifting is a standard action and lasts as long as desired.

Change Shape (Su): As Disguise Self but the character's body is physically altered as a Transmutation effect. Only humanoid forms of the same size or one smaller may be taken. Natural attacks are changed to that of the assumed species.



ARCHON SOLDIER
Must have Celestial and Archon subtypes
Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   Transcend: Lantern form, Wings, Light Ray Invocation (Supernatural, 1d6 per odd level Light damage, 60 foot range)
2   Damage Reduction 5/ weak to Evil or Magic, Heavenly Perfection
3   Spell Resistance (11 + level)
4   Transcend: Hound form
5   Damage Reduction 5/ weak to Evil
6   Aura of Menace
7   Magic Circle against Evil (constant)
8   Dispel Magic at-will
9   Transcend: Hammer form, Plane Shift 1/day, Teleport at-will,
10 Transcend: Word form, Damage Reduction 10/ weak to Evil
11 True Seeing (constant)
12 Transcend: Sword form
13 Greater Teleport at-will
14 Transcend: Trumpet form, Greater Dispel Magic at-will
15 Damage Reduction 15/ weak to Evil
16 Transcend: Throne form
17 Holy Aura (constant)
18 True Resurrection 1/day
19 Gate 3/day
20 Damage Reduction 15/ weak to Evil and Magic,  Miracle 1/day

Archon Transcend Forms:
Lantern
Size Small
Hover speed 60 (Perfect), as Fly speed but only 5 foot elevation
No hands

At Will - Aid, Detect Evil, Continual Flame
3/day - Magic Circle Against Evil

Hound
Size Medium
+10 Land speed
Bite 1d8 + 1/2 STR
Slam 1d4 + 1.5 STR
Greatsword
Change Shape (Canines only, no hands, gain Bite attack of new form)

At Will - Aid, Continual Flame, Detect Evil, Message

Hammer
Size
At Will -
3/day -

Word
Size
At Will -
3/day -

Sword
Size Large
+10 Land speed
Fly speed 90 (Good)
2 Armblades 1d8 + STR + 1d6 Fire + 2d6 Holy (no hands when used)
Discorporating Dive (Su, 3/day, flying charge, Fortitude save DC 17, imprisons enemy in Celestia)
+8 racial bonus to Gather Information and Sense Motive checks

At Will - Aid, Continual Flame, Divination, Locate Creature, Locate Object, Message
3/day - Commune, Dispel Chaos, Mark of Justice, Wages of Sin
1/day - Touch of Adamantine

Trumpet
Size Medium
+10 Land speed
Fly speed 90 (Good)
Trumpet (+4 Greatsword)
At Will - Aid, Continual Flame, Message

Throne
Size Large
+10 Land speed
+1 Large Vorpal Greatsword (2d8)
+4 Full Plate
Penitentiary Gaze (Su, 30 foot range, occurs each round until being makes a Will save DC 10 + 1/2 level + CHA, Neutral beings become Fatigued and take 10 damage, Chaotic beings become Exhausted, and Evil beings take another 10 damage.
+8 racial bonus to Intimidate and Sense Motive

At Will - Atonement, Break Enchantment, Bless Weapon, Blessed Sight, Cure Critical Wounds, Detect Evil, Discern Lies, Hallow, Mark of Justice, Neutralize Poison, Restoration, See Invisibility, Sending, Vision of Heaven
3/day - Banishment, Death Ward, Dictum, Divine Favor, Find the Path, Heal, Heroes' Feast, Holy Sword, Raise Dead, Greater Restoration, Righteous Smite, Shield of the Archon
1/day - Resurrection



GUARDINAL PROTECTOR
Must have Celestial and Guardinal subtypes
Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   Claws (2 x 1d4), Lay On Hands (as the Paladin ability), Detect Evil at-will
2   Transcend: Musteval form, Heavenly Perfection
3   Transcend: Cervidal form, Damage Reduction 5/ weak to magic or silver, Spell Resistance (11 + level)
4   Water Breathing at-will (constant), Change Shape
5   Transcend: Lupinal form, Damage Reduction 5/ weak to silver
6   Transcend: Equinal form, Air Walk (constant)
7   Alternate Form (animal forms only)
8   Dispel Magic at-will
9   Transcend: Avoral form, Plane Shift 1/day, Teleport at-will
10 Transcend: Ursinal form, Damage Reduction 10/ weak to silver
11 True Seeing (constant)
12 Transcend: Leonal form
13 Heal 3/day, Greater Teleport at-will
14 Greater Dispel Magic at-will
15 Mind Blank (constant), Damage Reduction 15/ weak to silver
16 Animal Shapes at-will
17 Mass Heal 3/day
18 Regenerate 3/day
19 Gate 3/day
20 Miracle 1/day, Damage Reduction 15/ weak to magic and silver

Guardinal Transcend Forms:
Musteval
Size Tiny
Burrow speed 10
Bite 1d4 + 1/2 STR
Focused Movement (as Spring Attack but allows any standard action as part of a move)
+4 racial bonus to Climb and Listen checks

At Will - Detect Evil, Detect Magic, Magic Missile, Protection from Evil (Self), See Invisibility

Cervidal
Size Medium
+20 Land speed
Headbutt 1d4+ 1/2 STR
2 Slams 1d6 + STR
Horn Powers (Su, by touch cause Neutralize Poison and Remove Disease, Dispel Magic against illusions, or Dismissal)
+8 racial bonus to Jump checks

At Will - Bless, Command, Detect Poison, Light
1/day - Hold Person, Magic Missile, Suggestion

Lupinal
Size Medium
+20 Land speed
Bite 1d6 + 1/2 STR
2 Claws 1d4 + STR
Scent
Improved Grab (Bite)
Trip (Bite)
Dodge Missiles (as Deflect Arrows but no free hand needed)
Fear Aura Howl (Ex, 600 foot radius, Sonic and Fear effect, Will DC 10 + 1/2 level + CHA, Panicked 4d6 rounds if 7 levels of lower or Shaken 4d6 rounds if 8 levels or higher, if the save was successful a being is immune for 24 hours)

At Will - Blink, Blur, Darkness
3/day - Cone of Cold, Cure Light Wounds, Fly, Magic Missile

Equinal
Size Large
+30 Land speed
2 Slams 1d8 + STR
Whinny (Su, 1/hour, free action, 20 foot radius spread Sonic effect, Fortitude DC 10 + 1/2 level + CON, Stunned 1d6 rounds if 4 or less levels or Deafened 1d6 rounds if more than 4 levels)
At Will - Aid, Command, Detect Evil, Detect Magic, Dimension Door, Dispel Magic, Fog Cloud, Light, Magic Circle Against Evil (Self), Magic Missile, See Invisibility
1/day - Slow, Wall of Stone

Avoral
Size Medium
+10 Land speed
Fly speed 90 (Good)
2 Claws 2d6 + STR
2 Wings 2d8 + STR (can not be used in the same round as Claw attacks)
True Seeing
+8 racial bonus to Spot checks

At Will - Aid, Blur (self), Command, Detect Magic, Dimension Door, Gust of Wind, Hold Person, Light, Magic Circle Against Evil, Magic Missile, See Invisibility
3/day - Lightning Bolt, Fear

Ursinal
Size Large
Bite 1d8 + 1/2 STR
2 Claws 1d8 + STR
Improved Grab (Claws)
Uncanny Dodge

At Will - Aid, Daylight, Deep Slumber, Detect Evil, Detect Magic, Detect Thoughts, Dimension Door, Dispel Magic, Hold Monster, Magic Circle Against Evil (Self), Magic Missile, Polymorph, See Invisibility, Solid Fog
3/day - Heal, Neutralize Poison, Remove Disease
1/day - Holy Word

Leonal
Size Medium
+30 Land speed
Protective Aura
Bite 1d8 + 1/2 STR
2 Claws 1d6 + STR
Pounce (on a charge, Full Attack + 2 Rake attacks)
Rake (1d6 + STR)
Improved Grab (Bite)
Roar (Su, 3/day, 60 foot cone with Holy Word effect + 2d6 Sonic damage, Fortitude save vs DC 10 + 1/2 level Charisma negates)
+4 racial bonus to Balance, Hide, and Move Silently

At Will - Detect Thoughts, Fireball, Hold Monster, Wall of Force
3/day - Cure Critical Wounds, Heal, Neutralize Poison, Remove Disease



ELADRIN ERRANT
Must have Fey type, or Celestial and Eladrin subtypes
Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   Storm Ray Invocation (Supernatural, 1d6 per odd level damage of either Air, Sonic or Electric, 60 foot range), Faerie Fire at-will, Color Spray 3/day
2   Transcend: Coure form, Heavenly Perfection
3   Damage Reduction 5/ weak to magic or iron, Spell Resistance (11 + level)
4   Change Shape
5   Gust of Wind 3/day, Magic Circle Against Evil (Constant)
6   Transcend: Bralani form
7   Freedom of Movement (constant)
8   Dispel Magic at-will
9   Alternate Form: Elemental (Incorporeal), Control Winds at-will
10 Transcend: Firre form, Plane Shift 1/day, Teleport at-will
11 True Seeing (constant)
12 Control Weather at-will
13 Transcend: Ghaele form, Greater Teleport at-will
14 Greater Dispel Magic at-will
15 Transcend: Shiradi form
16 Whirlwind 3/day
17 Time Stop 1/day
18 Transcend: Tulani form
19 Gate 3/day
20 Miracle 1/day

Eladrin Transcend Forms:
Coure
Size
-10 Land speed
Fly speed 60 (Perfect)
+4 racial bonus to Hide and Move silently

 At Will - Dancing Lights, Detect Evil, Detect Magic
3/day - Magic Missile, Sleep

Bralani
Size
At Will -
3/day -

Firre
Size Medium
+10 Land speed
Fly speed 90 (Perfect)
Slam 1d6 + 1.5 STR + 1d6 Fire
+3 Greatsword
Gaze (Su, 60 foot, automatic 2d6 Fire damage, Fortitude DC 10 + 1/2 level + CHA or Blind for 1d6 rounds)
Song (Su, as Bardic Music as if a Bard of the same level, Inspire Courage)

At Will - Detect Thoughts, Fireball, Greater Invisibility, Persistent Image, Polymorph, See Invisibility, Wall of Fire
1/day - Prismatic Spray

Ghaele
Size
At Will -
3/day -

Shiradi
Size Large
+10 Land speed
Fly speed 90 (Good)
+1 Huge Holy Spiked Chain
Enchantment Awareness (notice Enchantments within 20 feet)
Protective Aura
Lightshard Strike (Su, while in Alternate Form, Slam 2d6 + 1.5 STR + Ghost Touch + Greater Dispel Magic)
+10 racial bonus to Sense Motive checks

At Will - Aid, Bless, Bless Weapon, Detect Poison, Detect Undead, Divine Favor, Remove Curse, Remove Fear, Remove Paralysis
3/day - Break Enchantment, Holy Smite, Restoration
1/day - Cloak of Chaos, Heal
Constant - Blessed Sight, Discern Lies, See Invisibility

Tulani
Size Medium
+10 Land speed
Fly speed 90 (Perfect)
+4 Brilliant Energy Holy Longsword
Dream Ray (Su, while in Alternate Form, 300 foot Ray, 1d6 Charisma damage, unconscious Evil beings take 1d10 damage at the beginning of each hour)
Gaze (Su, 60 foot, Will DC 10 + 1/2 level + CHA or die if Evil and 5 levels or less)
Protective Aura

At Will - Empowered Chain Lightning, Mass Charm Monster, Cure Serious Wounds, Dancing Lights, Detect Thoughts, Dispel Magic, Divine Favor, Haste, Greater Invisibility, Major Image, Polymorph Any Object, Righteous Smite, Telekinesis, Wall of Force
1/day - Heal, Meteor Swarm, Power Word Kill
Constant - Blessed Sight, Detect Law, Detect Magic



ANGELIC ASCENDANT Prestige Class
Prerequisites:

Alignment: Good
Subtypes: Celestial and Angel
Base Attack Bonus: 10+
Spellcaster Level: 1+
Skill Ranks: Knowledge (Religion) 16+, Diplomacy 16+
Must know at least 1 spell with the Good descriptor.

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency: Simple and Martial weapons
Armor Proficiency: Light and Medium armor, No shields

Spellcasting: +1 Spellcaster Level per even prestige class level.

1  Angelic Ascension, Transcend: Astral Deva form, Heavenly Perfection
2  Sunbeam 3/day
3  Transcend: Planetar form
4  Sunburst 3/day
5  Mage's Disjunction 3/day
6  Gate 3/day
7  Miracle 1/day
8  True Resurrection at-will, (Epic)
9  True Creation at-will
10 Transcend: Solar form

Angelic Ascension (Ex): The Angel loses all non-Angel non-Celestial non-alignment subtypes. Their main type is Outsider (Extraplanar).

Angel Transcend Forms:
Astral Deva
Size Medium
+20 Land speed
Fly speed 100 (Good)
Damage Reduction 10/ Evil
Protective Aura
Slam 1d8 + 1.5 STR
+3 Heavy Mace of Disruption (Stun)
Change Shape (humanoid)
Uncanny Dodge
Stun (2 Mace hits; Fortitude save vs DC 10 + 1/2 level + STR or Stun for 1d6 rounds)

At Will - Aid, Continual Flame, Cure Light Wounds, Detect Evil, Discern Lies, Dispel Evil, Dispel Magic, Holy Aura, Holy Smite, Holy Word, Invisibility (self), Plane Shift, Remove Curse, Remove Disease, Remove Fear, See Invisibility
3/day - Blade Barrier, Heal

Planetar
Size Large
Fly speed 90 (Good)
Damage Reduction 10/ Evil
Protective Aura
Regeneration 10/ Evil
Slam 2d8 + 1.5 STR
+3 Greatsword

At Will - Continual Flame, Dispel Magic, Holy Smite, Invisibility (self), Lesser Restoration, Remove Curse, Remove Disease, Remove Fear, Speak With Dead,
3/day - Blade Barrier, Flame Strike, Polymorph (self), Power Word Stun, Raise Dead, Waves of Fatigue
1/day - Earthquake, Greater Restoration, Mass Charm, Waves of Exhaustion

Solar
Size Large
+20 Land speed
Fly speed 150 (Good)
Damage Reduction 15/ Epic and Evil
Protective Aura
Regeneration 15/ Epic and Evil
Slam 2d8 + 1.5 STR
+5 Dancing Greatsword
+2 Composite Longbow of Slaying (all types at will)
Change Shape

At Will - Aid, Animate Objects, Commune, Continual Flame, Dimensional Anchor, Greater Dispel Magic, Holy Smite, Imprisonment, Invisibility (self), Lesser Restoration, Remove Curse, Remove Disease, Remove Fear, Resist Energy, Summon Monster 7, Speak With Dead, Waves of Fatigue
3/day - Blade Barrier, Earthquake, Heal, Mass Charm Monster, Permanency, Resurrection, Waves of Exhaustion
1/day - Greater Restoration, Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray, Wish
Constant - Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing

Midnight_v

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Re: Celestial Classes
« Reply #1 on: November 17, 2010, 12:10:42 AM »
Good tome style feats...
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

SiggyDevil

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Re: Celestial Classes
« Reply #2 on: November 17, 2010, 01:19:10 AM »
Tome you say.

Ironically, this has nothing to do with Tome, nor inspired by.
The 5-level benchmark is a solid part of the Warlock class, which is what originally drove me to separate ability gains into those levels.

It works well in conjunction with Tome fiend stuff though. I encourage the use of their Fiend Feats.


EDIT: Changed some minor resistances. You know, the elements I threw in.



Midnight_v

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Re: Celestial Classes
« Reply #5 on: November 28, 2010, 10:58:04 AM »
Tome you say.

Ironically, this has nothing to do with Tome, nor inspired by.
The 5-level benchmark is a solid part of the Warlock class, which is what originally drove me to separate ability gains into those levels.

It works well in conjunction with Tome fiend stuff though. I encourage the use of their Fiend Feats.


EDIT: Changed some minor resistances. You know, the elements I threw in.
Really? Wow quite the coincedence but I guess so. . .
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

SiggyDevil

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Re: Celestial Classes
« Reply #6 on: November 28, 2010, 11:51:22 PM »
Tome feats use a base ability, then progressive rewards at levels 1, 6, 11, and 16. I don't use the base ability since I consider it double dipping (you get both at level 1 for accumulating the bonus a feat requires)

Using straight out level totals is not Tome.
What I did pull from Tome, and Frank mentioned it was OK to do so, was the use of BAB, skill ranks, and other level-scaling bonuses to determine how far a feat progresses.

SiggyDevil

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Re: Celestial Classes
« Reply #7 on: November 30, 2010, 03:49:32 PM »
I'm practically being shat upon in other boards for these creations. They're not going over well.

Where did I go wrong with this? I can't get a straight answer.