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Responde con esta cita Responder a esta publicación Publicado:  nov 18, 2007 6:49 a.m.
After settling with Hexis and establishing a base of operations at the Freeport Undercity, Malefocence and her followers set to work creating creatures for use in the protection of Hexis and the Shadow Elf race. One of the most powerful of these creatures are the Celestial-Fiends. Using a captive celestial, Serra, the former Angel of Death, several experiments were preformed to cross-breed celestials and demons. Serra gave birth to several of these creatures. Named the Fallen Angels, in ?honor? of their mother, the Celestial-Fiends have long since been the protectors and secret assassins of Empress Citalia of Freeport and her ancestors. The ones who choose to follow the path of light become Paladins, and are among the most powerful holy warriors on Acadia. Those who choose the more evil ways of the fiends usually travel to the Dark Planet of Acadia, to serve as assassins for Hexis, carrying out the more sinister acts that she wishes to keep secret.

Creating a Celestial-Fiend

A Celestial-Fiend resembles an angel, but much more dark. Their large, feathery wings are always black with streaks of red, making patters that appear like thick veins throughout the folds of the wings. Their skin is golden with a red tint to it, and small scales are apparent throughout their body. They appear beautiful and angelic, but may easily make themselves fearsome and evil.

Size: Medium
Type: Outsider
Speed: 50 ft., 100 ft. fly (good)
Armor Class: A Celestial-Fiend has a natural armor bonus of +2
Special Attacks: A Celestial-Fiend has a smite attack, the effect of which is based on the creature?s alignment. If the she is good, she retains a smite evil attack. If she is evil, she gains the smite good attack. Neutral Celestial-Fiends gain the ability to use a similar smite attack, but must choose at creation of the character whether they will use smite good or smite evil. This ability is useable 4 times per day, plus one additional time for every 4 hd the creature has (smite damages is +1 hp per HD of the Celestial-Fiend, maximum of +20). A Celestial-Fiend may also use a Daylight effect (as the spell), at will.
Attack: A Celestial-Fiend possesses claws that it uses in combat if unarmed. The damage is 1d4 per claw attack.
Spell-Like Abilities: A Celestial-Fiend with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated below. The abilities are cumulative, so abilities gained at 1st level are in addition to any gained at later levels. Abilities labeled ?good? are gained if the Celestial-Fiend is good aligned, the ones labeled ?Evil? are gained if the creature is evil, and those unlabeled are gained by all. Neutral Celestial-Fiends may choose at each level whether they gain the ?good? or ?evil? aligned abilities. Neutral creatures may select according to how many choices are present, for instance, at 1 HD, the Neutral Celestial-Fiend may select Protection from Evil and Bless as their spell like abilities, or Bless and Protection from Good. Those abilities not labeled with a number of uses per day are each useable once per day. (all abilities are at a caster level equal to the Celestial-Fiend's HD)

1-2 Hd: protection from evil 3xday (good), bless (good), protection from good 3xday (evil), darkness (evil), Detect Magic
3-4 Hd: Aid (good), Detect Evil (good), Desecrate (evil), Detect Good (evil)
5-6 Hd: Cure Serious Wounds (good), Neutralize Poison (good), Cause Serious Wounds (evil), Unholy Blight (evil)
7-8 Hd: Holy Smite (good), Remove Disease (good), Poison 3xday (evil), Cause Disease (evil), Dispel Magic
9-10 Hd: Dispel Evil (good), Concecate (good), Dispel Good (evil), Contagion (evil)
11-12 Hd: Holy Word (good), Blasphemy (evil), Dispel Magic
13-14 Hd: Holy Aura 3xday (good), Hallow (good), Unholy Aura 3xday (evil), Unhallow (evil)
15-16 Hd: Mass Cure Critical Wounds (good), Horrid Wilting (evil), Mass Charm Monster
17-18 Hd: Summon Monster IX (Celestials good, Fiends evil, Neutral may use spell to summon any creature), Moment of Prescience (personal use only)
19-20 Hd: Resurrection (good), Destruction (evil), Strange Luck*

*The strange luck ability work almost like a wish spell, allowing the Celestial-Fiend to re-roll any one die roll and apply the new results, no matter what the consequences, once per day.

Special Qualities: A Celestial-Fiend has the following special qualities,
---Darkvision to 120 ft.
---Immunity to Poison and Disease.
---Resistance to acid 10, cold 10, electricity 10, and fire 10.
---Damage Reduction 10 / magic
---A Celesital-Fiend?s natural weapons are treated as magic for the purpose of overcoming damage reduction.
Abilities: The Celestial-Fiend receives bonuses to its base abilities as follows.
Str +8, Dex +6, Con +4, Int +4, Wis +4, Cha + 4
Skills: A celestial fiend gains a +8 racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive.
Challenge Rating: The challenge rating of a Celestial-Fiend is equal to its HD +4.
Alignment: Any
Level Adjustment: +6
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