Angel Player-Characters

Post/Author/DateTimePost
#1

SeraphsWrath

Mar 24, 2015 14:08:14

I recently got into RPG's with Rifts (sorry if that name makes anyone mad), and I created a character that's a Seraph (from PFRPG). A group of my friends got me interested in D&D, but, I can't seem to find a Seraph-like player character. From what I get from them, angels are a restricted territory, and the closest you can get is angel-kind (half-angels). This saddened me, because full angels are the best. And, none of the online info I found specified whether that character was only NPC or had an optional Player-use (of course, I wasn't going to go with a Solar Angel, that would be just a little overpowered). Can someone else help me here? Or, at least, give me a suggestion on where to look?

#2

mellored

Mar 24, 2015 15:21:46

i suggest reflavoring an aarakocar paladin as a angle.

 

Fly around and smite things.

#3

Tempest_Stormwind

Mar 24, 2015 15:34:52

It depends on the edition. EDIT: the reason I say this is you mention "half-angels", which as yet do not exist in the most recent edition, 5e. They did exist in earlier editions, which are discussed below (there's a separate forum for 4e and for all editions prior to that.)

 

In 5e, there are only three "angels" in the game, and all of them are off-limits due to being so powerful. There's also the aasimar, which is technically mortal, but is as angelic as the tiefling is fiendish. However, there's also a dearth of ways to obtain classical angelic powers, such as wings.

 

In 4e, there's a playable version of the deva, which should fit your desire, within that game's expectations. There were also aasimar, although I forget if there were specific ways of getting wings through methods other than race or magical equipment. However, 4e is very different from all of the other editions, and may be a bit jarring if you have a background in Rifts. (I do not mean to edition-war, just to be clear.)

 

In 3.5 and 3e, the angels are still divinely badass.... but the game also allowed powerful monsters to be played as player characters, by breaking them up into level-by-level progressions of abilities. I'm away from my books and can't remember exactly how powerful you could go with this - I think the full-on Solar is an epic level character, for instance, but weaker archons and the like can still fit into a nice 20-level progression. (For some reason I remember the hound archon as hitting 20 exactly, and while they were certainly powerful, they're also a far cry from standard angels. It does mean, however, that mid-range devas or eladrin - 3e had unusual labels for Lawful, Neutral, and Chaotic celestials - would presumably fit into a playable range as well.) There were also aasimar, and there were entire classes that were based around mortals being divinely touched and eventually transforming into angels (most obviously with the Favored Soul, but that might not fit your concept).

 

(Pathfinder is technically Paizo, and thus third-party, but the mechanics underlying that edition? They're based on the core of the 3.5 rules. Pathfinder and 3.5 are balanced differently but are largely compatible, and in some cases (like the Pathfinder aasimar) are direct ports. So while I'm unable to find the Seraph race you're talking about in Pathfinder, it doesn't mean it won't work in a 3.5 game.)

 

Earlier editions than that are harder to come by, and were generally more restrictive on what you could play (3e opened a lot up in that regard), but that doesn't preclude some expansion or houserule I'm not aware of giving you what you want.

 

 

 

Part of the problem is that angels, like all "monsters", are designed to be played by the DM, as foes or allies in scenes, rather than as a player, fighting against every challenge in every scene, from the start of the game to the end (see "Tiers of Play" in the players' handbook).  As such, it's common to find something that "feels" like what you want, and describe it however you like. For instance, a 5e aarakocra (from the Elemental Evil Player's Companion) paladin or cleric would feel like a basic "angel", since it can constantly fly, call forth miracles (in the form of classic clerical or paladin spells), and smite the enemies of the faith (through radiant damage, which both classes deal quite well). You just describe yourself as an otherworldly Hellenic humanoid with wings, rather than a birdlike being from the Plane of Air with training from a church.

#4

MechaPilot

Mar 24, 2015 15:47:22

SeraphsWrath wrote:
#5

MechaPilot

Mar 24, 2015 20:47:36

Tempest_Stormwind wrote:
#6

Mechatarrasque

Mar 25, 2015 8:37:22

In 4e, the avenger got temporary wings with a lot of utility spells, and if you picked the right epic theme, permanent wings.  Unfortunately, the 5e version (oath of vengeance paladin) is pretty wing free until the capstone.  I think mellored's aarakocar paladin is the best  idea using official rules, or a refluffed blade fiend pact warlock aarakocar (think purifying fire).  There are a couple of homebrew subclasses that I have seen on the forums that might be of interest, in particular one from pupoochi (which I have reproduced below):

 

 

pupoochi wrote:

Sup guys

 

I like the Warlock class, feels unique, dark and very mean. So far the PHB gave us 3 patrons, all different and interesting... I wanted more, so i decided to create a couple more...

 

Celestial Patron

 

Your patron is a Lord or Lady Angel (usually a Solar or a Planetar), an immortal of considerable power or any other goodly creature of importance.

 

Expended Spell List

 

1st: BlessProtection from Evil

2nd: Blindness, Lesser Restoration

3rd: Daylight, Protection from Energy

4th: Death Ward, Fire Shield

5th: Dispel Evil, Geas

 

Soldier of Heaven: Being a Celestial, your patron has been waging war since the beginning of times, he knows the importance of being prepare and trained you accordingly. Starting at 1st level, you gain medium armor proficiency.

 

 

Helping Hands: Starting at 6th level, whenever you failed a saving throw, you can call on your patron for help. When you do, you may reroll your saving throw and are considered Bless (as per the spell) for the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

 

Angel's Skin: Starting at 10th level, you gain damage reduction equal to your CHARISMA modifier (minimum 1) against damage from spells used by evil creatures.

 

Aura of Light: At 14th, as an action, an halo of heavently light.emanates from you. The halo sheds bright light in a 30' radius and dim light for another 30' after. Each nonhostile creature in the aura (including you) is affected by a Divine Favor spell and an Heroism spell. The aura also dispel any darkness, magical or otherwise.

It last for 1 min, or until you dismiss it with a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

#7

SeraphsWrath

Apr 20, 2015 18:09:51

SeraphsWrath wrote: