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| Czahkiswashi09-15-05, 02:56 AM | ANGEL When a deity finds it hard or tedious to manage a world or people on his own, sometimes this god chooses to bestow a mortal with some of his power. These chosen are called angels. Unlike the deities’ normal servants, or clerics- who promote the deity and his works, angels do not attempt to convert people, angels are not mortal, do not choose their position, and generally have a specific charge from the deity. Unlike clerics, who’s deities grant them power on a daily basis, angels are instantly instilled with a spark of divine life-although it is up to them to kindle it. Alignment: Any Good. Base Attack Bonus: ¾ (as a cleric). Hit Die: d8. Base Saves: Good will (as a cleric) and fortitude (as a paladin) / bad reflex (as a cleric). Spells per day: As a druid. Class Skills The angel’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Good and evil, Heavenly Body, Turn demons Divine grace, Lay on hands Aura of Courage - - Smite Evil - Tongues - Wings - Protective Aura - - - Inner Beauty - - - Ascension Class Features All of the following are class features of the angel. Weapon and Armor Proficiency: Angels are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). An angel is also proficient with the favored weapon of her deity. Although an angel is not proficient with heavy armor, wearing it does not interfere with her spellcasting. Spells: An angel casts divine spells (the same type of spells available to clerics), which are drawn from the angel spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. An angel never needs material components to cast spells, unless the component is a costly one. Also, angels need no divine focus to cast spells, unless it is a costly one. An angel cannot use meta-magic to effect her spells, except for the heighten spell feat, if she has it. Also, an angel cannot use spell completion items (scrolls, wands, and staves), and may not take the item creation feats for these items. To cast a spell, an angel must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an angel’s spell is 10 + the spell level + the angel’s Wisdom modifier. Like other spellcasters, an angel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Angel. In addition, she receives bonus spells per day for a high Wisdom. An angel casts spells off of the angel spell list. In addition, she has access to, and gains the benefits of, the good domain, and one other domain of her choosing (except for the evil domain). Angels are commonly referred to by the domains, such as the Angel of fire, or the Angel of healing, or the Angel of death. Aura of Good (Ex): The power of an angel’s aura of good (see the detect good spell) is equal to her angel level. Also, any weapon wielded by an angel of 10th level or higher, is considered to be good-aligned for the purposes of overcoming DR. Good and Evil (Sp): At will, an angel can use detect evil and detect good as the spells. Turn Demons (Su): An angel has the supernatural ability to turn any undead or evil outsider. She may use this ability a number of times per day equal to 3 + her Charisma modifier. Note: Only undead can be destroyed by turning, the servants of evil only cower from the power of good Heavenly Body (Su): A 1st-level angel gains damage reduction 1/evil. At 4th level and every two levels thereafter, an angel's damage reduction rises by 1 point. At 4th level, the the angel also becomes immune to diseases of all types. At 8th level, the angel never ages, cannot be magically aged, does not take penalties for aging (although bonuses still accure) and cannot die from old age. Divine Grace (Su): At 2nd level, an angel gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands (Su): Beginning at 2nd level, an angel with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her angel level x her Charisma bonus. An angel may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, an angel can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The angel decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Aura of Courage (Su): Beginning at 3rd level, an angel is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the angel is conscious, but not if she is unconscious or dead. Smite Evil (Su): Once per day, an angel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per angel level. If the angel accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Wings (Ex): At 10th level, an angel gains feathered wings and can fly at a speed of 60 feet (good maneuverability). An angel cannot fly while wearing armor heavier than medium, or while carying a heavy load. The angel can supress (hiding her wings) or activate this ability as a free action. Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active. Protective Aura (Su): At 12th level, against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC to anyone within 10 feet of the angel. Otherwise, it functions as a magic circle against evil effect with a radius of 10 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. The bonus to AC increases to +3 at level 14, and to +4 at level 16. Inner Beauty (Ex): At 16th level, the angel is so confident in her beliefs, and her physical beauty changes to reflect this. The angel may gain an enhancement bonus to her charisma score equal to her wisdom modifier. Ascension (Ex): At 20th level, an angel becomes a force of pure good. She is forevermore treated as a native outsider (angel) rather than as a humanoid (or whatever the angel’s creature type was) for the purpose of spells and magical effects. Additionally, the angel gains Darkvision out to 60 feet and low-light vision, immunity to acid, cold, and petrifaction, resistance to electricity 10 and fire 10, and +4 racial bonus on saves against poison. Unlike other outsiders, the angel can still be brought back from the dead as if she were a member of her previous creature type. Code of Conduct: An angel must be of a good alignment and loses all class abilities if she ever willingly commits an evil act. An angel’s code requires that she, help good persons in need, and punish those who harm or threaten good or innocent people. Additionally, and angel must attend to the duties of her domain. An angel of death cannot refuse to kill an evil person in favor of taking them hostage, an angel of water should not contaminate a river, and indeed is obligated to stop anyone from doing so, an angel of healing must tend to the sick, and so on and so forth. Associates: While she may adventure with characters of any good or neutral alignment, an angel will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. An angel may accept only henchmen, followers, or cohorts who are good. Ex-Angels An angel who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all angel spells and abilities (including her wings, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as an angel. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. Some ex-angels choose to become fallen angels. Like a member of any other class, an angel may be a multiclass character, but multiclass angels face a special restriction. An angel who gains a level in any class other than angel may never again raise her angel level, though she retains all her angel abilities. Note: I’m still working on fallen angels and archangels. ANGEL SPELLS 0-LEVEL ANGEL SPELLS (ORISONS) Cure Minor Wounds Guidance Light Mending Purify Food and Drink Resistance Virtue 1ST-LEVEL ANGEL SPELLS Bane Bless Bless Water Cause Fear Command Comprehend Languages Deathwatch Detect Evil/Good Divine Favor Endure Elements Entropic Shield Protection from Evil Remove Fear Shield of Faith Summon Monster I 2ND-LEVEL ANGEL SPELLS Aid Align Weapon Augury Bless Weapon Calm Emotions Consecrate Gentle Repose Make Whole Remove Paralysis Resist Energy Restoration, Lesser Shield Other Status Summon Monster II Zone of Truth 3RD-LEVEL ANGEL SPELLS Blindness/Deafness Continual Flame Daylight Dispel Magic Glyph of Warding Invisibility Purge Magic Circle against Evil Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Summon Monster III Water Walk Wind Wall 4TH-LEVEL ANGEL SPELLS Air Walk Death Ward Dimensional Anchor Discern Lies Dismissal Divine Power Freedom of Movement Imbue with Spell Ability Neutralize Poison Planar Ally, Lesser Restoration Sending Summon Monster IV Tongues 5TH-LEVEL ANGEL SPELLS Atonement Break Enchantment Command, Greater Commune Dispel Evil Hallow Plane Shift Raise Dead Righteous Might Scrying Spell Resistance Summon Monster V Symbol of Sleep True Seeing 6TH-LEVEL ANGEL SPELLS Banishment Blade Barrier Forbiddance Glyph of Warding, Greater Planar Ally Summon Monster Symbol of Fear Undeath to Death Word of Recall 7TH-LEVEL ANGEL SPELLS Holy Word Regenerate Restoration, Greater Resurrection Summon Monster VII Symbol of Stunning 8TH-LEVEL ANGEL SPELLS Dimensional Lock Holy Aura Planar Ally, Greater Spell Immunity, Greater Summon Monster VIII 9TH-LEVEL ANGEL SPELLS Gate Miracle Soul Bind Summon Monster IX True Resurrection |
| DarknessEternal09-15-05, 10:01 AM | I'm pretty much the uncontested master fanatic of angels, so take this from someone who shares your passion. Angels aren't really a class, they are definately a race, or at the very most, a template. |
| Czahkiswashi09-15-05, 12:17 PM | They're a race in the conventional sense, but I can make them a class if I want- I think the flavor text blurp at the top explains my reasoning for how this could be a class. |
| Czahkiswashi09-16-05, 03:44 PM | *BUMP* Won't anyone help me balance this class? Please!!!!!!! |
| Knights_Disciple09-16-05, 09:00 PM | Ok. I like the concept. I really do. I see where you're going with this. It feels a bit like the favored soul from CD, but with its own touch. Here's the problem: you've just combined most of the best abilities of the paladin, favored soul, and cleric. Full spellcasting, plus lay on hands, plus divine grace, plus aura of courage, with nothing else, would be pushing it. I'm sorry, but either cut out the spellcasting, or majorly tone down the extra abilities number-wise. Beyond that, I think that "Inner Beauty" is far too powerful. Considering the level it's at, the fact that Wis is the main casting stat and Cha is a big stat as well, I see someone pumping up both, and then suddenly their Cha is through the roof. Drop it, or make it a set amount (like 2, or so). Protective aura needs toned down, maybe +1 AC or so. Or bump it up to 19 or 20. Turn demons ought to affect fewer types of targets. Having it affect undead and evil outsiders is fine; having it affect those, along with basically any evil character, is too much. Possibly spread out the "Heavenly Body" bonuses. DR at lvl 1. Disease immunity at lvl 3 or so, etc. Perhaps have two versions, one with spellcasting, wings, tongues, and one or two other minor abilities. Have the other with little to no spells, but most of these abilities. Make it a percentile chance to be one or the other. Or let the player decide. There's a lot of potential here. But you really need to tone things down some. As it stands, this class is frankly overpowered/broken. |
| Czahkiswashi09-16-05, 09:35 PM | First off, Knights_Disciple, thank you for your comments! I think I will take you advise on spreading out the Heavenly Body benefits, and I was thinking that I will reduce the protetive aura, but make it scale up. My only defense of the spellcasting is that if you look at the spell list- it is basically the cleric spell ist, but minus the direct damage spells, pretty much all the healing spells, and anything too mortalish or arcaneish (IMO) is gone too, so with only one domain, he could pick up a damage spell, but not many. I'm also thinking of forbidding him from using metamagic. And, although he does resemble a favored soul/paladin, he's balanced against the druid (often condered overbalenced itself, but its the only class with divine spellcasting+abilities) And a note on heavenly body: it adds the wis MODIFIER, to cha SCORE, which isnt all that bad if you think about it. WIS: 20 (+5), CHA 14 (+2), would produce a CHA of 19.... (+4) WIS: 24 (+7), CHA 14 (+2), would produce a CHA of 21.... (+5) so for every 4 point your wisdom goes up...you charisma bonus is only 1 higher. I like the idea of it somehow being wisdom based...so if you have another somewhat simple formula for the bonus that is more fair, i'd much appreciate hearing it. also: I'll edit the turning so that it is less broad, and a couple other small changes Thank you! and what do you think of the changes? |
| Knights_Disciple09-16-05, 10:28 PM | Two things. First, perhaps make it more than just a free action to activate the protective aura. But it looks much better. Same with Heavenly Body and Turn Demons. On the Inner Beauty. Two suggestions. Either make it a temporary increase, or make it so that this increase to Cha cannot stack with either increase via wish or the tomes that give innate bonuses. As is, I see someone having the ability to get insane Cha scores, if they invest early in stat mod items. It's not a bad idea on the whole, just needs some narrowing. |
| Czahkiswashi09-16-05, 10:45 PM | Two things. First, perhaps make it more than just a free action to activate the protective aura. But it looks much better. Same with Heavenly Body and Turn Demons. On the Inner Beauty. Two suggestions. Either make it a temporary increase, or make it so that this increase to Cha cannot stack with either increase via wish or the tomes that give innate bonuses. As is, I see someone having the ability to get insane Cha scores, if they invest early in stat mod items. It's not a bad idea on the whole, just needs some narrowing. okay, stacking thing fixed...hopefully not its not so overpowered. Any new thoughts on spellcasting/the spell list? |
| scout98909-16-05, 10:47 PM | I'll add a few things. First of all, I think that the DR is way too much. If you want to keep it, I disagree with K_D- it should come all at once, much later in levels. DR/evil is going to be unspeakably more useful at lower levels, where your HP totals are lower and fewer enemies have DR themselves (which means fewer enemies can bypass your DR). Second, I'd cut out divine grace and smite- as it is (and especially with the CHA boost at higher levels), those just way overpower a full caster. I saw that you have divine favor, divine power, and righteous might on the spell list- keeping the paladin abilities means that this is even better than a cleric at melee, and with much better saves. I think that, even with the edits you made, it's more powerful than a cleric- that should say something! Edit- I just noticed, an angel gets a monk class feature ten levels before a monk does (tongue of the sun and the moon), as well as PfEvil at will? Please, pull out the nerf bat. Unless you are trying for high-power, that is. |
| Czahkiswashi09-17-05, 01:34 AM | He's better than a cleric at combat, and that is the intention. Also, the saves are puposely boosted high. Again, note that, although he has 9 levels of spells, he has no direct damage spells (as clerics do), and he has no healing spells (as clerics have) other than cure minor wounds and regenerate. Also, i am adding restrictions on spellcasting (already he can't use metamagic-except highten spell, but i want to stop him from using spell completion items too). Also, to help balance, i've discouraged wearing heavy armor by not allowing him to use his wings in heavy armor, and not giving him proficiency. Note that he already does not have martial weapon proficiencies. The class is intentionally built to be somewhat defensive (DR, immunities, AC bonus, save bonuses, buff spells), however- he lacks the offensive staying power/damage of a fighter, barbarian, or paladin, (d8s+med BAB+heavy armor/martial weapon prof.+rage/feats/mount/smite[more than 1/day]) and lacks the offensive/tactical spellcasting of arcane casters (direct damage spells, teleporting, most divinations) and the healing powers of normal divine casters (no cure spells except as noted). (EDIT: infact, i think i'm going to add aid to his spell list to give him another healing spell) Keep in mind, additionally, that he has a code of conduct. I think that all this helps to justify it not being *too* overpowered now. Infact, I think that at low levels, he will have trouble with both MAD and with combat usefullness (If you look, at lower levels, he's pretty much a cleric w/ medium armor, and much less usefull spell list, and a code of cunduct)- so the 1st lvl DR is meant to keep him alive. |
| scout98909-17-05, 11:05 AM | I'd just like to point out that the free choice of domains means that this cleric can be better at melee than a cleric (which I think is already a bit much, as they have the capacity to be second-best in the game there), as well as take on either full healing duties OR blaster-type, depending on which domain you go with. For instance, taking the destruction domain would add another smite for the day (non-alignment related, at that), plus harm, and a couple of save-or-dies. Or, healing domain allows as much healing as cleric ever gets. Or, animal domain- combine shapechange with all the other goodies you give this class, and we finally have someone who can out-melee the druid. Water domain gives plenty of direct-damage spells if those are your cup of tea. The point is that this class gets way too much on top of full spellcasting to be allowed in any game I've played in. As I said, if you're going for very high power, rock on. But a core class that can outperform what are generally considered the two strongest RAW core classes (the ones that quite a few already consider broken) is too good to be let loose into the world at large. Seriously, I'm a horrible min/maxer (though I try :) ), but I could still break this one without half trying. As for the wings, a potion of fly works better if you want to wear heavy armor. The lack of metamagic won't mean much to a combat-oriented cleric anyway- with the exception of quicken, I'd never use any MM feats for them. They want combat oriented feats such as power attack, cleave, and all the fun stuff I can get from splatbooks instead. Edit: BTW, you already gave him Aid by giving him the Good domain- 2nd level domain spell. |
| scout98909-17-05, 11:28 AM | Infact, I think that at low levels, he will have trouble with both MAD and with combat usefullness (If you look, at lower levels, he's pretty much a cleric w/ medium armor, and much less usefull spell list, and a code of cunduct)- so the 1st lvl DR is meant to keep him alive. In fact, he's still going to be more useful than an equal-level wizard or sorceror- and with more HPs. In fact, it sounds mostly like a low level druid minus animal companion- not the strongest around (that comes later), but not useless by any stretch. |