Angelic Warrior (3.5e Class)

This page was marked as abandoned on 20:39, 5 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: Basically every class feature is well better than any SRD class feature. Look at their precedents.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

link to the artist's deviantart page. http://jarnac.deviantart.com/

Angelic warrior

Holy warriors born and raised with a sole purpose, exterminating all evil. These pious soldiers will be the first to the fight and the last to leave so long as the enemy is evil. utilizing their weapons of light they fear no evil as they carve the pathways to hell and back, leaving nothing in their wake.

Making an Angelic warrior

Pros, Angelic warriors are capable of dealing incredible damage to evil opponents and supporting large numbers of allies in Combat.

Cons, You can't hurt fellow good creatures nearly as well and you can't help evil allies.

Abilities: Charisma is the key ability for an angelic warrior's damage. Wisdom is useful for defense and is added to attack rolls also helps fuel abilities too. Strength is important for melee attack and damage and Constitution is important for survivability. Angelic Warriors do not benefit for their smarts beyond skills.

Races: Any who are willing to devote themselves to a deity, Humans are the most common to follow this path.

Alignment: Any Good.

Starting Gold: 5d6x10

Starting Age: Any. Angelic Warrior's range from the young and zealous to the wise and pious


Table: The Angelic warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+0+1+2 Weapon of light, Protectorate, Holy Aura, Holy Protection
2nd+2+0+1+2 bonus feat
3rd+3+1+2+2 Weapon of light,Protectorate, Smite,Angelic Wings,Bonus Feat,divine solar reheal, solar grace
4th+4+1+2+3 Weapon of Light, Bonus Feat,Heaven's Fury.Improved Smite.Divine Reflexs, divine spells. holy body. Mechanus Divinium.choosen, angelic warrior chooses training. Awakening of Beast,knowledge of ao, spells unleashed.Faithful Sacrifice
5th+ 5+1+2+4 Holy Aura +1, Angelic Protectorate, Holy Protection +1 ,Bonus Feat.
6th+6/+1+2+3+5 Weapon of Light
7th+7/+2+2+3+5 Hand of faith, Protectorate,
8th+8/+3+2+4+6 Weapon of Light
9th+9/+4+3+4+6 Holy Protection +2, Protectorate, Bonus Feat.
10th+10/+5+3+4+7 Weapon of light, Improved Hand of Faith, Zealous Holy Aura, The Gate of Trials, Bonus Feat, Godly being, Greater weakness,strike of the gods
11th+11/+6/+1+4+4+7 Bonus Feat, Protectorate
12th+12/+7/+2+4+5+7 Weapon of Light, bonus feat
13th+13/+8/+3+4+5+7 Protectorate, Holy Protection +3
14th+14/+9/+4+5+5+8 Weapon of Light
15th+15/+10/+5+5+6+8 Holy aura +3
16th+16/+11/+6/+1+6+6+8 Bonus feat, Weapon of Light
17th+17/+12/+7/+2+6+7+8 Holy Protection +4
18th+18/+13/+8/+3+7+7+8 Weapon of Light
19th+19/+14/+9/+4+8+8+8 Bonus Feat
20th+20/+15/+10/+5+8+8+8 Weapon of Light, Grand Holy aura, Greater Hand of Faith, Godly Being greater

-

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int),Listen (Wis) Proffession (Wis) Spot (Wis)

Class Features


Weapon and Armor Proficiency: Angelic warriors are proficient only with their weapons of light. See below for additional information on weapons of light. A weapons Strength or Dex requirement may be met by using the Angelic warriors Wisdom in place. Angelic warriors are also proficient with Medium and Heavy armor and all shields except tower shield.

Rites of passage: The initiation ritual of an Angelic Warrior varies from deity to deity, however, all rites of passage include a test of prowess when it comes to the wielding of divine power. After the rite of passage is complete, the Angelic Warrior is given their powers to hone for themselves.

Heroes rise Lv 1-5 If killed he can come back if for 1d3 weeks is introduced to sunlight,positive or divine energy and comes back with 3/4 hp full and levels but once at lv 5 after killing his solar angel counter part from his suit it is dead permantally by the way then it takes to two years to come back but is confused on who he is you have to roll percentage to see if he remembers from reasoning with him or he will attack nearest thing to him. If failed percentage roll just bring something he remembers to bring him back to his old self. To kill him permantally you must drain him of his angelic warrior levels then kill him to keep him dead.

Fist Of Balance

A Angel,saint,god,monk etc can train a Angelic warrior on the fist of balance when he completes his first step towards redemption by redeeming an evil person. But it takes 4000 xp and 3 concentration checks of getting a 20 not natural . once trained the angelic warriors soul can determine if a for needs to die or just be captured or knocked out.

So unarmed Damage changes to holy/soul energy. He may receive the holy damage portion once an angelic warrior redeems himself.

Unarmed damage(+3 normal,lawful cold iron)(+8. Lawful holy adamtine epic on crits and can 2 times a day touch a incorpral creature) 1d8/ 2 angelic lvs even if fallen from grace + strength mod + enchantment in fists, auto gain weapon focus and power critical unarmed strike. All damage done is non lethal while Unarmed , till enemy hp is at 1 and while in presence of angelic warrior enemy hp stops at one if surrender is chosen if not in 1 round creature dies. Also stunning fist becomes a free action and can be used equal amount of times to how ever many attacks the angelic warrior has. This also allows angelic warrior to roll opposed parry of someone parrys his punch. Angelic warrior soul or dm tells whether opponent must die or can be captured and not die. If angelic warrior ignores the advice he cannot crit with weapon he is choosing for 1d8 rounds. If excess Damage bypasses enemy hp 1 mark then angelic warrior can use excess Damage to heal others , himself or use hit on the next time he uses skill points. The soul also acts as a partial zone of truth giving +6 to sense motive checks.


Knowledge of AO Lv 4 Angelic Warrior becomes aware of AO, AO will only appear once to angelic warrior and tell him his destiny and about how not even him could destroy the void only his spiritual offspring angelic warriors choosen can. AO is tied to the balance if he tips one side he dies, but the void prisnors tharzidum etc are outside of the balance so they can destroy the balance and not fade but instead feed on AO and remake multiverse and rule it like a dictator , Angelic warriors Choosen will meet AO when he becomes ready he would be the Choosen deity to worship. Angelic Warriors purpose is to protect the decendant of AO the Choosen and something else if dm wants. Also figured out AO energy is in every thing but some who sensitive can manipulate it's abilities. When CHOSEN is picked a rise of AO sensitive users were ensure good and bad, a cleric one day will have his powers strengthened and bypass things evil, or a tyrant weapon well turn into a blade that can cut through anything , at will can produce fire or electricity from his hands, when chosen arises AO will make himself known he knows even if he balances the universe the cost will most likely cause minor slits in reality letting in the void energy the CHOSEN may try to run from his destiny but he can't he will be the first AO adept of many for eons to come.

Sword of AO Excalibur(final) located--- class ability angelic warrior,,BLADE DESIGN /Mjolnir,, located--- on thor/ HILT Spear of Destiny,,----- located somewhere in Sarlona/ BLADE Poseidon's trident,,---- located somewhere in atlantis/ BLADE Zeus lightning bolt,,---- located on zeus/BLADE Holy Devastator,,----- located somewhere in xendrik guarded by a fearsome beast the tarssque/ CRYSTAL ON CROSS OF HANDLE Chaosbringer-----located with in orc faction of khorvaire CRYSTAL ON BUTTOM OF HILT

If these 7 weapons are combined they will create the Swords of Ao or however many AO wants to make.

Sword of AO(Require to use lv 30, no more leveling up,all xp, all enchantments,artifacts,gold and loyalty to AO also he will contact you when he deems you ready DM give when you think is ready. )

Sword AO +20 longsword or whatever Chosen and friends are proficient at. Chosen and allies gain +40 on attack rolls. This weapon bypasses everything it deals 60 permanent damage per hit and opponent even gods,tharizdun,void,elder evils and under can never get hp back. On crit it breaks opponent's weapon and armor instantly, but if it's things from the void crit does x3 damage. This sword can only break if Chosen dies.


Choosens exalibur

If Angelic warrior gets his levels taken away permantally or dies his celestial sword turns into a solid that drops to the floor and is hidden somewhere of angelic warriors choosing and it's powers are hidden till Choosen wields it, can't be moved and it Can't be destroyed till chosen finds but it can only be destroyed if chosen dies like his soul dies and chosen will be drawn to it ,anyone who isn't proficient in longsword gets -12 on attacks rolls, anyone who is evil or wants to do evil blade will disappear back into bearers sheath. To enchant weapon it if of enchantment increases by 2 so +1 would be a +3 cost

Abilities HD 1-5 meditate once week with Concentration of 25 to use abilities.HD 5-10 meditate once week with Concentration of 30 to use abilities.HD 10-15 meditate once week with Concentration of 35 to use abilities.HD 15-20 meditate once a day with concentration 40.

Path of AO HD 1 Excalibur form Shio Chi-CHOSEN gains exalibur as a returning,vorpral,brilliant energy weapon with auto feat of weapon focus longsword. However, unlike normal brilliant energy weapons, exalibur can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 excpet against adamantine). The hilt is also unique in sturdiness and can come in many designs also gains leadership feat .HD 1 CHOSEN Grace- Chosen gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves and his AC. Forceful Grace does not apply if the user is immobile.HD 2 if successful (d20 + Dexterity Mod),CHOSEN can use exalibur to block range attacks coming his way. At first level, he can only block range attacks 10 ft and deflect them back at enemy with his exalibur. He can block an extra 10 ft every level after first. This ability can affect range attacks in a 30 foot spread from the chosen. Reflex save is DC 15.HD 3 once per day per point of Wis bonus. Chosen mind he is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, however chosen are forbidden to use it for personal gain. Every time it is used for personal gain and not in the name of the good, a chosen gains one point of " Taint". The save to resist a chosen trick is 10 + 1/2 HD + Wisdom modifier. Energy Push(Su) At 4 HD , the chosen gains energy Push which can push back targets 5 ft.Uncanny Dodge (Ex)At 4 HD a chosen gains the use of the Uncanny Dodge ability. Blade Storm: At 5 HD, a chosen can launch a 30 foot cone of energy out from their palm or exalibur, inflicting damage and moving objects in it's path. It deals 1d6 points of damage for every two character levels. Creatures and objects in the effect are also knocked back 5 ft per point of Wisdom bonus, landing prone. A successful Reflex save (DC 10+ 1/2 character level + Wisdom modifier) results in half damage and no movement. A chosen can use this ability once every 1d4 round. Chosen Reflexes At 6 HD, a chosen is so adept at feeling the will of others, he gains Lightning Reflexes even if he does not meet the prerequisites of that feat speed improves to 60ft.Throw exalibur: At 7 HD, a chosen as a full-round action may throw his exalibur 10 ft + 10 ft per 2 Wis bonus modifiers. Exalibur is treated as having the "throwing" special ability.Acrobatics (Ex): At 8 HD, a chosen no longer requires a running start to perform a Jump skill check without penalty.Telekinesis (Sp): At 9 HD, a chosen gains the use of the spell telekinesis and bigbys hand as a spell-like ability once every character level per day.Bonus Feat (Ex) at 10 HD, chosen gains a Bonus Feat.Improved Uncanny Dodge (Ex) At 10 HD, a chosen gains the use of the Improved Uncanny Dodge ability, as the barbarian.Angelic Warrior Training 1: At 11 HD, the chosen gains the Epic Leadership feat. However, 3 things activate if angelic warrior is dead Chosen has to find 3 gem elements air,water,and fire to make crystal in which opens to snow region where gem which holds angelic makes an icy fortress, if not dead chosen feels pull to train with the angelic warrior and sets out to find him.CHOSEN MEDTATION 11 HD a chosen learns from angelic warrior the ability to meditate during a battle. This meditation sends out waves of positive energy to allies, and negative energy to enemies. Allies get a +2 morale bonus to attacks, damage, armor class, and saves. Enemies with a hit dice lower than the chosen must run away. Enemies with equal or greater hit dice than the chosen a -2 to attacks, damage, armor class, and saves. The save DC(Will based) is 10+1/2 the character level+his Wisdom modifier.Bonus Feat At 12 HD, gains a bonus feat.Angelic Warrior Training 2: At 12 HD 5 more abilities are to be taught(1)Wholeness of Body At 13 HD, a chosen can heal his own wounds. He can heal a number of hit points of damage equal to twice his current character level each day, and he can spread this healing out among several people.(2)Improved Throw exalibur At 14 HD, a chosen can now throw his exalibur as a standard action instead of a full-round action.(3)Mind Clarity At 15 HD, a chosen mind is tested to be pure and once he is pure he becomes immune to mind affecting spells.(4)Force Field At 16 HD, a chosen gains spell resistance equal to 10 + 1/2 character + wisdom modifier.(5)Improved Telekenesis At 17 HD, the chosen may now manipulate x10 maximum the amount of weight that can normally be manipulated but has to roll concentration check DMs choice .Can suspend 1/dex mod of rays,objects,cones,weapons that have damage equal to or less to 17 HD for 1 round with concentration check bypass number of HD opponent has.Angelic AO Master (Su): When chosen reachs 19 HD, they attain the status of being a half celestial, which confers the ability to have the spell Freedom of Movement perpetually on along with all half celestial benefits.Nullify At 20 HD, the chosen gains the Nulify ability, which causes targets surrounding (5 ft) the chosen not to attack him during combat for 1/charisma mod rounds.One With AO (Su): Upon reaching 20 HD, a chosen has grown so close to angelic warrior and AOs energy that they can listen to it more clearly than other beings. The chosen gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance,absorption and energy resistence at will. Chosen gains improved blade storm at will meaning every enemy hit by blade storm gives CHOSEN AOO , cone is 100ft. He can also disarm up to character level of amount of people but they have to be with in his speed range.


Opportunistic Corruption/Redemption

Those who see possibility in corrupting the chosen Will try to in anyway by offering power, ensuring loved one is safe of power of a kingdom or plane up to dm ultimately vice versa for redeeming chosen. To fully corrupt/redeem chosen he must do an act of evil/good first by himself, then can corrupt/redeem him he gets -1 to saves or skill checks when corruption/redeeming unaware occurs if aware gets +1 . The redeemed or corrupted must get up to 200 corruption or redemption points to redeem or corrupt chosen(1= killing/saving innocent,10 doing something vile/noble to a person or community or on quest, 50= completely acting evil/good) also alignments change if chaotic good will become lawful evil.


Calling At 5th level others sensitive no matter age or experience level to path of AO or Void Will begin to contact or fight Chosen. Chosen will also as AO path will have Angelic Warrior personal train new sensitive beings of great awakening or if angelic warrior is dead train them in icy fortress while chosen is away opponents of chosen of AO may try to become fliped. This switch of Chosen is of path of Void he will be asked by void to seek strongest senstives and make a faction dedicated to him and chosen and finding angelic warrior and killing him the rest who are weak or on path of AO will be hunted. If Already good but corrupt chosen will try to destroy what he has built and vice versa. When evil will also try destroy all other religions killing priest,cleric.paladins,monks. When good will try to protect other religions doing quest for monks,paldins,clerics,

Path of Void

Shio Chi: At 1st level, the chosen gains a exalibur bit the blade is a tint of red due to him being evil or turning evil as his weapon with brilliant energy vorpral. However, unlike normal brilliant energy weapons, exalibur can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 except against adamantine). The hilt is also unique in sturdiness and can come in many designs. Choosen can choose whatever design for a hilt also gains leadership feat. Necrotic Block At 1st level, if chosen concentrates (DC 10 + rounds concentrating + any damage taken), he can block any airborne object coming his way. The chosen can block 40 pounds of matter per level. This ability can affect objects in a 30 foot radius from the chosen and deals 1d6 per level of necrotic damage. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + ½ level + STR mod). Weapon Focus (Su): A 1st level chosen receives the Weapon Focus feat with respect to exalibur. The chosen has a +1 bonus on all Attacks with its exalibur. Necrotic Mage Hand Starting at 1st level, the chosen gains the ability to use Mage Hand once per Level + Strength modifier per day. They may use this to call exalibur to him, regardless of it's usual weight restrictions. Force Strength (Ex): At 2nd level, the chosen gains an insight bonus equal to his Strength modifier on all Disguise, Intimidate, Sleight of Hand checks as well as Fortitiude saves and his Base Attack Bonus. They also use their Strength for their exalibur attack bonus and damage. Mind Trick (Su): At 3rd level, once per day per point of Str bonus, the chosen is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, unlike being good evil chosen can use this for personal gain. Evasion (Ex) At 4th level, the chosen gains the use of the Evasion ability. Uncanny Dodge (Ex)At 4th level, chosen gains the use of the Uncanny Dodge ability. Force Blast: At 5th level, the chosen can launch a 60 foot cone of energy out from their palm, inflicting damage and moving objects in its path. It deals 1d6 +1d2 negative levels damage per 2 levels to all characters caught in its blast. If anyone does not succeed a reflex save (10+ ½ Level + Strenth modifier) they are knocked prone. The chosen can use this ability once every 1d4 rounds. Advanced Reflexes At 6th level, The chosen is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge." Throw exalibur: At 7th level, the chosen as a full-round action may throw exalibut10ft + 10ft per 2 STR bonus modifiers. Exalibur is treated as having the "Returning" special ability. Improved Jump (Ex): At 8th level, the chosenno longer requires a running start to perform a Jump skill check without penalty. Telekinesis (Sp): At 9th level, the chosen gains the use of the spell telekinesis as a spell-like ability once every level per day. Improved Evasion (Ex) at 10th level, the chosen gains the use of the Improved Evasion ability. Improved Uncanny Dodge (Ex) At 10th level, the chosen gains the use of the Improved Uncanny Dodge ability, as the barbarian. Dark Command: At 11th level, the chosen gains the epic Leadership feat. The chosen can now Gain An Apprentice that can provide help to the chosen if needed Necrotic Choke: At 11th level, the chosen gains the ability to use Necrotic Choke. This Attack Deals 2d8 necrotic damafe+STR mod. This is a ranged touch attack, effective up to 20 feet. This can be combined with a telekinetic push of 5 feet in any direction (normal Telekinesis restrictions apply). Master of evil at 12th level, chosen is detected by many evil leaders such as evil kings,demons,devils and even dragons,demon lords,arch devils. Wholeness of Body At 13th level, the choosen can heal his own wounds. He can heal a number of hit points of damage equal to twice his current level each day, and he can spread this healing out among several uses. Improved Throw exalibur At 14th level, the chosen can now throw exalibur as a standard action instead of a full-round action. Improved necrotic Blast At 15th level, necrotic Blast now launches a cone 100 feet long and does 1d4 negative level damage of 1d8 per 2 levels to all characters caught in the blast. Saves and other effects are the same as before. Mind poison At 15th level, the chosen mind is so tainted it is able to tant the mind on the enemy. This Spell Acts like the Command Undead Spell but works on all Races Force Field At 16th level, the chosen gains spell resistance equal to 10 + ½ level + Strength modifier. Improved Telekenesis At 17th level, the chosen may now manipulate x10 the amount of weight that can normally be manipulated. Greater Improved Reflexes At 18th level,the chosen is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge". Lord of Void (Su): When chosen reachs level 19, they attain the status of Lord of Void, which confers the ability to have the spell Freedom of Movement perpetually on. Necrotic Lightning At 20th level, the chosen gains the necrotic lightning ability. The chosen gains the ability to cast lightning bolt as a spell-like ability once every 1d4 rounds. The DC for a saving throw against a chosen lightning bolt is 10 + the chosen Strength modifier+ half of the character level. This can be done 4 times per day. One With the Force (Su): Same as good chosen but grows closer with the void and evil



Protectorate: Angelic Warriors can choose to add one Spell to their Spell List from the following each time they gain a level in Protectorate: Cure Minor Wounds, Detect Magic, Bless, Shield of Faith, Virtue, Cure Light Wounds, and Sanctuary. The Angelic Warrior gains additional uses of all known spells with additional ranks of Protectorate.(i.e. if you choose Cure Minor Wounds first, you can use it once a day, the next time you choose Detect Magic, you can use Cure Minor Wounds twice a day now but Detect Magic once a day. So on and so forth)

Beast awakens THIS BEAST IS THE DOOMSDAY IF NOT STOPPED IT HAS BLACK SKIN AND ROCKY SPIKES STICKING OUT OF CERTIAN PARTS OF THE BODY (Like spiked armor but adamantine dealing 2d6 if hit). Also when slain and comes back becomes immune to what killed it so if you have a weapon that is slashing with crit that killed him when he comes back he is immune to that. Only way to kill it is drop up it to negative 10 then throw its body into positive energy plain Knowledge Check 35.

Once at Lv 4 angelic warrior energy is sensed by the beast even if angelic warrior gives up or loses angelic warrior it still tracks him but can only detect him being some in a 5 mile radius and can't detects angelic warriors exact location. A beast when sensing evil or when knocked out or when angelic warrior is present but like werewolf can roll control shape based on 16+level. But normally the beast is just a human being trying to do good but satisfy its hunger to kill be killing crooks,rapists,evil cultist,demons and devils, but when consuming angels beast gets +3 DR for each soul consumed and it stacks. The being is pure chaos doesn't serve anyone But tharzidun, But that happens once him and angelic warrior meet when not getting orders from him he turns pure chaos killing anything that moves. Also once they meet he matchs the angelic warriors lv +1.

The beast class Treat as barbarian but base attacks treat as 6+2 to attacks and 40% chance to bypass a.c levels higher than normal example lv 12 barbarian attack bonus 12/7/2 but instead he would have a Lv 18 base attack bonus of 18/13/8/3 with +2 it would be 20/15/10/5, and humanoid that is 6ft tall human form, 10ft tall beastform

'HD 2d12' DR 5+3/+3 for every Angel consumed,at Lv 12 to bypass holy devastator and angel wing razor only weapon can bypass DR ans SR DC 25 knowledge of planes Class Features All of the following are class features of the beast

Weapon and Armor Proficiency: Beast are proficient with all simple weapons but with no type of armor.

1st - Evolving Body (Ex): The beast body adapt's extremely quickly. When damaged by an attack, its body begins to adapt to that form of attack while healing the wounds. The beast Fast Healing 10. The damage is collected into a damage pool, used to fuel some of its abilities (see below). Unless stated otherwise, all abilities are supernatural abilities, usable at will as a standard action.

1st - Damage Pool (Ex): The damage pool holds up to a total of 2000 points. gained 80hp for each 20 point of damage regenerated. These points are stored for one hour per Evolving Experiment level and can be used at any time to use 10 points of damage taken per attack, but if in max hour damage that isn't used it sets of in blast of 40 damage per square till 500ft cube

1st - Enhanced Speed (Ex): The beast body is incredibly fast, capable of moving at intense speeds. The beast gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +50 ft. at 5th, +80 ft. at 9th, +100 ft. at 13th, and finally +130 ft. at 17th. The Enhanced Speed class feature also grants a jump bonus, based on the movement speed. See the Jump skill for more details.

2nd - Cellular Sustenance (Ex): The beast does not need food or water to survive. The beast doesn't need oxygen to survive, no longer needs to breathe and can survive in an airless environment.

2nd - Titan Strike (Ex): The beast has the ability to strike with so much force behind the blow that it deals additional damage. This bonus damage is +2d6 for each two The beast levels you have. This damage only applies to the first successfully landed melee attack each round. Even if additional attacks are successful that round, only the first strike gains the extra damage. This damage is not multiplied on a successful critical hit. This affects all creatures equally. Creatures immune to critical hits and precision damage have no special resistance to this bonus damage.

3rd - Physique (Ex): The beast body has grown incredibly strong from constant evolution. You receive a permanent +2 increase to Strength. This bonus increases to +5 at 7th, +11 at 13th level, and finally +17 at 19th level. Carrying Capacity is also vastly increased, The beast is never encumbered or slowed by heavy loads. Also, the The beast carrying capacity is x10 at 3rd, x15 at 7th level, x25 at 13th, and finally x30 at 17th.

4th - Toughened (Ex): The beast has grown incredibly tough from constant evolution. You receive a permanent +2 increase to Constitution. This bonus increases to +8 at 7th, +12 at 10th level, +14 at 13th, +18 at 16th and finally +20 at 19th level. His strikes at Lv 6 become enchanted. -+1/lv magic,lawful,evil,chaos,adamantine to bypass most damage reductions.


5th - Mighty Leap (Ex): The beast has a +30 untyped bonus on Jump checks, is considered having a running start for all jump checks, and all jump check DCs are halved.

5th - Cellular Recovery (Ex): As an immediate action, the The beast can become immune to seven types of damage that was just dealt to The beast (with the exception of force). The beast body adapts and grants immunity to that damage type for 24 hours. This damage immunity does not apply to the initial damage that triggered this ability. Damage dealt to it that is already immune is added directly to the damage pool. The beast can become immune to a number of damage types equal to its Constitution modifier.

8th - Awesome Blow (Ex): As a standard action, The beast may choose to deliver an awesome blow. If the The beast hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt+25) or be knocked flying 20×10/lv feet in a direction of the attacking beast choice and fall prone. The attacking beast can only push the opponent in a straight line, and the opponent can’t move closer to the attacking beast than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

9th - Eternal Existence (Ex): The beast has evolved beyond death. After being killed, The beast resurrects itself from death in 1d2+4 minutes, beginning its fast healingx2 to repair the damage dealt. The Evolved Experiment does not lose experience or a level for this form of resurrection.

11th - Leaping Charge (Ex): The beast gains pounce, allowing it to full attack at the end of a charge.

15th - Powerful Build (Ex): The physical stature of the beast lets them function in many ways as if they were one size category larger. Whenever an beast is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the beast is treated as 3 size larger if doing so is advantageous to him. A beast is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A beast can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this special ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

20th - Evolving Abomination (Ex): The beast gains Regeneration X, instead of fast healing X/untyped.


Choosen The angelic warrior can chose one person to be a decendant even it isn't there kid blood related nothing blocks this gift it doesn't change the kid physical feature but gives them something special. The gift is choosen can communicate with AO, and do Choosen training, also allows chosen to world sword of AO when presquites are obtained. Allows chosen to shift alignment lawful to either lawful good or neutral but can choose only chaotic neutral.

Angelic warrior Choosen training When angelic warrior dies even if soul dies his concious and experiences are put into a Crystal that when chosen is ready to be trained by angelic warrior crystal sms choice can it allows angelic warrior concious to still be alive talk and guide the choose and present him with knowledge,suggestions and guidences it also makes a icy fortress .

Solar Grace:Lv 3 while in sun +4 strength, +3 fast heal,+2 regeneration ,DR 7/-, attacks +4, immune to criticals,death effects,electricity,fire, +2 health per HD.


Divine,solar,positive reheal: starting at level 3 angelic warrior is able to heal himself by positive energy, being around divine energy or the sunlight, starts off with 2 fast heal gets fast heal feat and every 2 levels gets +4 fast heal, he gets regeneration 2 and gains regeneration feat every 3 levels gets +1 regeneration. If an enemy has a weapon infused with necrotic energy this stops fast heal, and regeneration and speed cut in half and angelic warrior has to roll fort based on (angelic warrior Lv +fort save +10). If he is introduced to ioun stone with necrotic energy for 1 round is sickened, for 2 rounds can't block,evade,dodge, attacks get -3 and for 5 turns angelic warrior has to roll fort save again and become prone and every 3 rounds gets 10 non lethal once at 0 the effect from ioun stone ceases but the angelic warrior cannot self heal only way to get above 0 hp is if the angelic warrior gets introduced to sunlight is introduced stops all necrotic ioun affects and heals to 3/4th of his full to instantly.

Weapon of Light: These weapons are made of pure holy energy and stick with the Angelic Warrior for as long as they remain faithful. The weapons do however have half the weight and detriments as their physical material counterparts. The angelic warrior may summon any weapons from the list. Some are so powerful that only high ranking Angelic Warriors have access to them. The weapons of light are immaterial to all but the angelic warrior and his foes(use this to your advantage). Requires a full round action to change weapons of light. A Weapon of Light cannot harm Good-Aligned creatures, or those that the Angelic Warrior deems their ally.

Weapons of light may be chosen from the list below. The weapon's damage is treated as Divine Damage. For each point allotted to a specific weapon(following the initial point allotment), the weapon gains an additional 1d4 in damage. The Angelic Warrior must expend a point to gain access to a new weapon of light.

Staff of Light This is a quarterstaff that deals 1d6 divine damage and an additional 1d4 per level of Weapon of Light. When the quarterstaff is equipped the Angelic Warrior may add their Wis Mod divided by 2(round down) to the spell effect.

Celestial Longbow A longbow made of light that fires its own summoned arrows of light that are formed by the Angelic Warriors own fighting spirit. These arrows deal 1d6 divine damage and an additional 1d4 for every level of Weapon of Light. The Angelic warrior may add their Charisma modifier divided by 2(round down) to ranged damage dealt by this weapon.

Material Blades These are a twin blade weapon (19-20 x2) that deals 1d6 divine damage and an additional 1d4 per level of Weapon of Light. The Angelic Warrior is treated as having the Two Weapon Fighting feat when wielding the weapon (this does not actually grant the feat). If the Angelic Warrior already has the Two Weapon Fighting, they are treated as having the Greater Two Weapon Fighting feat. Th Angelic Warrior may add Dex Mod divided by 2(round down) to weapon damage.

Hammer of Light This is a one handed war hammer that deals 1d8 divine damage and an additional 1d4 for every level of weapon of light. In addition the weapon does an extra 1d10 Divine damage on a critical hit before multiplier.

Celestial Sword this is treated as a longsword that deals 1d8 divine damage and an additional 1d4 for every level of Weapon of Light. The Angelic Warrior may add their Str Mod divided by 2(round down) to their damage.

Dominion Shield acts like a heavy steel shield except it grants a shield bonus equal to 5 + Con mod divided by 2(round down), and can deal 1d4 bludgeoning damage with a shield bash attack. Each level of weapon of light adds an additional 1d4 to the bludgeoning damage.

special; If the Angelic Warrior has 2 points of Weapon of Light in the Dominion Shield, then they may once an encounter as an immediate action summon a second shield, this time gaining 15 damage reduction (does not stack with other forms of damage reduction), and allowing them to redirect the damage an ally were to take towards them.

Grand Armor (Requires level 5) This armor grants 6 + Con mod to armor bonus to AC and with a max Dex of 4 and all other armor bonuses,enchantments and abilities you had before apply to apply, the armor you have. In addition it grants immunity to petrification. The armor also give the wearer spell resistance 5. This armor has half the weight and penalties of standard Plate Armor. Also the angelic warrior soul energy surrounds the angelic in holy electricity, deal 1d8/3 levels of holy and electric damage to anyone grappling him or doing a touch attack, no save for holy damage.Armor 3/day Allows angelic warrior to shoot a beam of energy dealing 4d6/2 lv of holy and electric damage in a 50 ft cone going fly distance of angelic warrior, only a save is for electricity, no save for holy damage.

Mjolnir (Requires level 10, and 3 points in Hammer of Light) This massive two handed hammer deals 3d8 bludgeoning damage and an additional 2d4 damage for every level of weapon of light after the initial 3. In addition the weapon does an extra 1d10 Holy damage on a critical hit before multiplier.

Excalibur (Requires level 7, and 3 points in Celestial Sword) Excalibur is a bastard sword that deals 2d10 slashing damage and an additional 3d6 for every level in weapon of light after the initial 3. In addition the Angelic Warrior can now add their Str Mod to the weapons damage.

Final Excalibur (Requires level 10, and 1 points in Excalibur) Final Excalibur deals 3d10 slashing damage has a critical of (17-20)x3. In addition, 5/day you may make a touch attack that bypasses damage reduction, regeneration, concealment, and incorporeality.

Heaven's furyOnce a day the Angelic Warrior calls upon the wrath of heaven to judge their enemy. A flurry of light blasts their target dealing 10d10 in divine damage,2d10 sonic damage. If the target is Undead, they take and extra 3d10 damage no save, object that are not the angelic warriors or his allies don't get effected, but other objects that have HR under adamintine catch on holy fire, if magical roll percentage to see how much damage is done to magical item or object. Even when affected by necrotic effects and void metal or meteorite still works but has to roll concentration check become unconcious for 1d4 hours and when awake is exhausted for 1d4 hours.

Hand of Faith The Angelic warrior shoots a beam of holy energy from their hand, this is a close ranged(25ft+5 every 2 levels) line attack attack dealing 3d6 + Wisdom Mod in divine damage no save. This is a spell-like ability with a will save for half damage (DC=10 1/2 lvl +Cha Mod) Alternatively, it can heal the same amount to a good ally, half the amount to neutral and none to evil. (no Save required for healing, everyone wants to be healed right?)

Improved Hand of Faith At level 10 The angelic Warrior may instead Fire the Hand of Faith as A 25' Cone Healing allies and Damaging enemies. The healing cone heals at half effectiveness for evil-aligned allies

Greater Hand of Faith At level 20 The Angelic Warrior may now use Hand of Faith as a 70' burst centered on itself or a good ally within 30' of the Angelic Warrior. This ability has 4 times the amount of healing. This ability can only be used once a day.

Mechanus Divinium (Requirements Lv 4 Angelic warrior and armor is equipped already when getting in enormous suit of armor, it's like wearing two armors. Once Lv 4 reached a quest begins to find the armor even if fallen from grace , but if fallen from grace and finds armor it justs gives you enchantment bonus to a.c. and allows what ever base armor on occupants abilities to use . Example if occupant uses ki strike or smite while in armor occupant can use it too) +7 morphing magic adamatine suit adamatine +8 to ac. . That to the wearer feels like nothing, anyone else it's like moving mountain when wearer isn't inside of it. Plus it has a solar angel soul inside of it willingly that helps the wearer by help suggesting ideas based on what it can sense, it has tremor sense and sense evil and magic 5 times a day. It also can see body heat for 1 minute checking the suit to see what repairs are needed if repairs are needed takes 1 hour, checks occupants vitals and either makes armor colder or hotter also blocks other environment effects.This enormous suit increases wearer’s size by one category (to a maximum of Colossal). The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He or she is not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. The Armor is immune to rust attacks. The wearer of this Armor gains damage reduction 15/epic adamantine. He or she also cannot regain hit points by any means (mundane or magical) while the armor is worn. It also can absorb sunlight use spell sunlight as 14th level spell caster. Also if occupant has armor underneath it also uses the users abilities as well.It also morphs into what ever weapon or restraint you need as long as you fear to use weapon , shield , or armor. Also if fallen from grace you only gain DR 5/epic,adamatine.It requires 1 hour to don or extract oneself from armors armor. Morphed weapons are considered to be enchanted equal to 7 and can't be improved. It can be called on command fly over and send pieces of it to attach to occupant taking total of 3 rounds to be suits. Has electric pulse dealing 5d12 damage to a 30ft radius stunning oppoents dc 21+angelic warrior level. So armor has 20xhp as occupant for every 20 pts done to armor 1 point is dealt to occupant. If armor breaks means occupant dies but comes back because of solar Angel soul which with permission from occupant can possess occupants soul.

Combined Soul When armor breaks it allows solar Angel to possess occupant if occupant allows it. This grants occupant that ability of when unconscious to allow Solar Angel to come out for 1d8 rounds and heal 12d4 points hp to occupant. DNow if occupant gets to -10 after hitting 0 Angel can bring him back to life 1/week. If killed again Solar Angel waits till dead occupant comes back the Angel preserves the dead corpse till he is brought back.


spells unleashed Now an angelic Warrior at Lv 5 can pick 1 spell to use a swift action and 2 as standard actions , 3 to use number of times equal to wisdom modifier.



Holy Aura Angelic warriors give off an aura of holy light. This gives a +1 saves to themselves and all good allies within 10' of the Angelic Warrior. This bonus increase every 5th level by 1. Also the range for the Holy aura is increased by 10' every two levels to a maximum of (10'x Charisma Mod) range. This is a supernatural ability that may be dispelled as a standard action at will should the angelic warrior choose.

Zealous Holy Aura The Holy Aura now deals 20 damage to all enemies within in its radius every 2 rounds.

Grand Holy Aura At level 20 the aura now grants allies a 7 point shield which refreshes every 1 round. The shield does not stack with itself if the initial shield was not broken, it simply refreshes back to full.

Divine Reflexs At Lv 5 a Angelic warrior can now use feats, Snatch arrow,reflect arrow,snatch arrow. Speed increases +50 stacks on original speed, as a swift action number of times equal to dexerity mod and gain 3 additional move actions can disarm multiple enemies equivalent to dex mod+3 , just have to roll above 45%, but if you travel between two enemies they both get attack of opportunity on you. Your disarm then stops and can only parry or block 25% of incoming damage if you get hit you fall over because you are moving at faster speeds. Takes two actions to get up

Smite: Once a day per Wis Mod, an angelic warrior may attempt to smite an opponent as a standard action. This attack depends on what creature the Angelic Warrior is striking. they add their Charisma bonus (if any) to their attack roll and deal 5 extra point of damage per level of Angelic Warrior in holy damage. If the creature is undead then add 5 additional points of bane damage per Angelic Warrior lvl. Also object being used glows white give unarmed and gauntlets +3 enchantment bonus, deals 2d10 + half strength mod and sonic burst 3d6 , knock back equal to flight or walking distance dealing 1d6 per five feet any objects equal additonal 2d6 damage, reflex save (d20+ angelic warrior Lv + paladin Lv + reflex save).If the attack misses the target then it is still used up for the day. The Angelic Warrior is deemed as a trustworthy judgment of character through the will of their god, so regardless of alignment, if and only if the Angelic Warrior deems an attack target as their foe, will their smite be effective.

Strike of the Gods once at Lv 10 angelic warrior understands he is a very low level god but is unique and channels energy from his soul to bring out amazing force 2/week upon enetering the strike the angelic warrior can combine is soul in his heavens fury dealing 100d10 holy damage and just energy damage, electricity to a 45ft radius dealing permenant bypassing mass damage immunity damage,save for half damage is (ANGELIC WARRIOR LV + fort+ strength mod+ 10. So for example a level 10 angelic warrior with 19 fort and 5 strength mod this save would be a 44)

Power of the soulAlong with strike of gods it allows the angelic warrior surround himself in holy electricity for 1d8 + # number of smite evils rounds , causing 9d4 damage to anything he deems a enemy that attacks him, any undead with 2x angelic warrior HD gets destroyed immediately.Also the angelic warrior can replace the affects of improved smite evil to equal amount of smited once a day with instead flying improve 30ft dealing holy damage with bull rush and 4d6 electricity lasts 4 rounds can also send 2d4 thunder bolts lv 20 lv spell hit up to 10 enemies with in 5ft radius dealing maximum damage but instead of electricity it's holy damage no save,Last 4 rounds. Every attack deals +15 attack,10d10 holy damage no save ,critical for primary weapons goes to x2-x4/x3-x5. Last 4 rounds. Every punch shoots cone of 5ft by 5ft of holy electricity damage dealing an extra 5d4 electric and holy damage save is Angelic warrior Lv + fort + 15 the unarmed damage improves to 1d12 + STR mod.


Faithful Sacrifice An angelic warrior at Lv 4 can sacrifice all his grace angelic levels and abilities to bring a god back to their original power, in return the god must give something to them, look at loss of angelic warrior for more details.


Improved Smite: starting at Lv 5 the angelic can use 3 different smite evils or just normal.

Divine hammer 1/day angelic warrior can use all attacks in one attack(+1 attack per number of attacks) and bypass DR 5 and under launching opponent up to two size categorys higher equal distance to flying speed vertically but every 5 ft opponents goes up 10ft vertically and still takes fall damage except for boots of feather fall (fort angelic warrior Lv +10). Example of 10 angelic warrior who flys 50ft who has 3 attacks equaling +3 on attack roll and hits a ogre sending him 50ft by 10ft per 5 ft this would mean ogre could take maximum of 100 points of damage. Miss equals falling over and enemy can do an attack of opportunity.


Divine charge 1/day Angelic warriors can fly attack an opponent and on successful grapple can slam opponent through objects dealing 2d6 per object and angelic warrior only takes 50% damage. Miss equals angelic warrior traveling certain distance via flying or until an object which renders angelic warrior to be knocked out for1d4 rounds.


Divine aerial slam 2/days Angelic warrior can jump vertically equal to 2x flying speed and slam fist at ground or opponent, every 5 feet force damage radius dealing 1d6 per give feet. Running then jump works add extra 1d6 per five feet. Miss equals taking half damage and broken hand. Save is character lv + fort save+ strength mod + 10 to take 3/4 damage.example take 100 damage with save you take 75 damage.


Divine Upper Strike 1/day In one action taking all attacks can punch or slice a opponent vertically equal to flight speed doubled into Air dealing 2d6+strength mod +1 damage per level, and take fall damage every 10ft equals 1d6 damage, boots of feather fall or ability slow fall ignores falling damage.


Holy Protection: Protected by their deity, Angelic warriors gain a +1 natural armor and charisma bonus that increases by 1 every other odd level (5, 9, 13, 17).


The Gate of Trials: Once a month, the Angelic Warrior drops the Golden Gates of heaven onto the battlefield between his allies and the enemies. For enemies to pass by the gate they must pass a Will Save(DC 20 + Users Wis Mod and angelic level). The save must be past before the enemy may pass through and if they do, the gate crumbles and the enemy gains an extra attack that turn. If Allies pass through the gate they gain 2 BAB, heal for 3 hp per round of combat for the next 1d4+2 rounds, and gain +3 damage (added before multiplying if the attack is a crit) . The User forfeits all rounds of combat while the Gate is up. Allies may only acquire the buffs once during an encounter.

Divine spells Starting at Lv 5 a Angelic warrior can cast divine spells or sanctified spells which are cast as 20nd level spell caster for level 9 spells meaning Lv 0 spells are cast a level 11 spell caster. His spell caster lv is his paladin lv + angelic warrior level+2 He can cast his level +2 spells a day . example a Lv 8 character who has 3 lvs in paladin and 5 in angelic warrior can cast of lv 9 spells , but his wisdom must meet the requirements so if he has 17 wisdom he can only cast up to Lv 6 spells , he can cast up to 10 spells a day. So saves are new it's paladin and angelic warrior+spell level+caster level+1 per 4 character levels. So for example Lv 3 paladin level 5 angelic warrior casts a level 9 spell and the save is a will so it's 8+9+20+3 which equals a save of 41 . You may also use or make new epic spells but to use epic spells u must sacrifice 1HD per time of usage. Angelic warrior can also create their own epic or normal spells but,dm has to say whether he can create that spell but if dm doesn't explain why she can't other than it's too op the spell can be made. Also angelic warrior Adds his character lv+22 for casting level+ angelic and paladin lv again+20+wisdom not the mod and fort save+spell craft to spell craft dc check.


Holy Body: Lv 5 Angelic warriors are so gifted by their deities that time becomes but a minor itch, Angelic warriors become immune to the effects of aging, but still join their deities halls when their time is up (same as timeless body found in the monk and druid classes). They are also gifted a seal of there God by there heart that blocks varying,possession and hides characters alignment.


Angelic Wings: The Angelic Warrior gains the ability to grow beautiful white feathered wings of holy light. These wings can be summoned as a free action and dismissed at will. Their flight speed is (10 x int)' feet


Godly Being At Level 10 the Angel Warrior ascends into the ranks of their fellow gods DIVINE RANK 0 . The Angelic Warrior's original type changes to a Celestial oustider. In addition he gains the Dense Body 20. Also accesses salient divine abilities but not immunities as he is considered not a full god at level 20 he gains divine immunities Sewell(energy drain,ability damage,transmutation,ice,acid,petrifucation,electricity,poison,disease) more immunities are given at level 20 angelic warrior . Also angelic warrior must have requirements for salient divine immunities. Gains Damage reduction 10/void metal. The hunted Once at Lv 10 creatures of the void and gods of death seek to find and destroy the angelic warrior. Creases in reality allow void creatures to surface killing demons and angels alike and influences to begin corrupting the multiverse. Followers of void or disciples will gladly die for the void the shadow dwells as the voids vessel. Since things in the void are outside of time and space. If Angelic warrior denys god hood or picks up different class void will try to corrupt future angelic warrior to take him out of time restrictions send him back in time to break present day Angelic warriors will and have become a god and begin the rip in reality to slowly let void influence out .DM will roll a secret roll for void if void gets above 25% angelic warrior is turned evil and sent back in time to break angelic warrior will and have him become a god to kill enemies and start the void invasion. Have Future Angelic Warrior with his mechanics armor be a color gray with blue veins. Future Angelic warrior comes 1 year prior till the future angelic warrior pastself chose to be a god meaning angelic warrior will be level 8 angelic warrior and only ascend to God hood if present angelic warrior says yes to being a God. But if angelic warrior of present loses levels permantally or gives up angelic warrior future angelic warrior levels past is blackguard


Greater Weakness Lv 10 once angelic warrior achieves godhood void metal becomes lethal. Also when angelic warrior becomes a divine rank zero void metal meteors falls to the earth, every 1d4 years more void metal falls. Void meteor rocks with in 15 ft cause angelic for 1 round is sickened, for 2 rounds can't block,evade,dodge, attacks get -3 and for 5 turns angelic warrior has to roll fort save again and become prone and every 3 rounds gets 30 non lethal once at 0 the effect from void meteor rock ceases but the angelic warrior cannot self heal only way to get above 0 hp is if the angelic warrior gets introduced to sunlight and once in sunlight stops all current void metal affects and heals to 3/4th of his full to instantly. Once angelic warrior is divine rank it sends energy waves telling all high rank or locked away good or bad entities that angelic warrior is a God.


Godly Being Greater At Level 20 Gains more divine immunties. fire immunity, death affects, critical hits also he gains a Divine Rank of 1. Dense body 30, Damage reduction 15/ epic +6 Void metal. Heavens fury does 200d10 energy damage 1/week anything immune to holy damage takes half damage.

Ex Angelic warriors

If an Angelic Warrior ever changes their alignment, or falls from grace or stops worshiping their deity (or if their deity somehow dies) then they immediately lose all class abilities and all weapons of light they have, until they resume their original alignment or, Grace worshiping their deity and receive atonement (the spell). In The case of a deity's death or loss of power. The angelic warrior will retain their weapons of light but should they be destroyed they have no way of recovering them.

Should an angelic warrior ever take the vow of poverty they forgo all of their weapons of light as they are magical weapons not granted through their own power.

To regain grace all an angelic warrior must do is redeem a individual who is evil or worshipping something evil then they have to make a heroic sacrfice of some sort. This over rules the dm. So the dm has to follow this path of redemption in which a ex-angelic warrior must follow to gain back Grace.

Loss of Angelic Warrior

If Angelic willingly or forcefully loses all levels in angelic warrior. His weapon gains wounding with dc fort improvement 29, gains flying excellent 20ft, immunity to ability drain, touch attacks, also is able to party party's. , can breathe in space and underwater, gains holy word kill 1 day but instead is kill creatures instantly under 200 hp with fort save of 32, DR 3- and SR 10+paladin levels. All his saves go up by 1 , Holy aura 3/day and holy and storm of vengeance activate at same time if he is at 15 hp and last till he is 0 hp. All levels lost by angelic warrior are replaced with what ever class he had prior to becoming a angelic warrior. Also all feats gained by angelic warrior stay, gain improved critical to whatever weapon angelic warrior possess ess,craft magical arms,holy smite on crits and cane used for crafting items and gains holy aura. Upon Death or if 1 years since loss of angelic warrior passes, vengeful gaze of god activates but with a 24 hour buffer, the gods will only sense it after the first month. If angelic warrior is suspened,comatose,dead, or freign death, his concious leaves his body become a crystal which as said in chosen training will be used to make a isolated icy fortress where a duplicate version of the angelic warrior will traing the chosen. This is the price of giving up or stealing the angelic warriors gifts away. Symptoms first 3 months holy abilities gains nightmares which cause madness for 2/7 days every week for 3 months. Second 3 months the ability greater rage activates when at 150 hp causing him to try to kill anything near him, third 3 months he is able to control the balance 1/week roll percentage to see if he leans good or bad , last 3 months he starts when touching someone gains 1 of their abilities or class abilites spells and supernatural affects or 1 immunity which stacks, at the end of that 3 month cycle is when the 24 hour buffer starts , he becomes ill and last 3 minutes before explosion he lights up like a christmas tree.

Epic Angelic warrior

Table: The Epic Angelic warrior

Hit Die: d12

LevelSpecial
21stHoly Protection +5
22nd
23rdBonus Feat
24thHoly Protection +8
25thEpic Weapon of Light, Holy Aura +4, Holy Protection +6
26thBonus Feat
27th
28th
29thBonus Feat, Holy Protection +7
30thEpic Weapon of Light, Arbiter of Justice, Holy Aura +5

4 + Int modifier skill points per level.

Epic Weapon of Light:

Eden's Javelin: (Requires 3 points in Staff of Light and level 25) this weapon acts as a Returning Throwing Short Spear but deals 6d8 light damage and an additional 6d4 for every level of weapon of light. This weapon reappears in its owners hand at will and as a free action, so a Full Attack can be made while throwing with a critical (12-20)x4. 3 times a day you may guarantee a hit and Critical threat with this weapon. (must still roll for confirmation). As a standard action you may Attack an ally with this weapon and Heal them equal to the damage you would have dealt (unless ally is evil, then they take damage).

Star Shooter: (Requires 3 points in Celestial Longbow and level 25) This Bow is the ultimate ranged weapon, it has all the properties of the Celestial Longbow except as noted here. The damage dice are d8s, It can fire up to two extra arrows per round, No penalties for Multishot, Range increment equals 230 feet, and all arrows it fires have the slaying property keyed to the target of the shot (DC=20+Charisma Mod). On a Critical the Arrow Explodes instantly attacking every enemy creature within 90 feet.


Bastion of Light: (Requires 3 points in Dominion Shield and level 25) This Shield is a tower shield that Provides 8 + Wisdom Mod divided by 2(round up) Shield Bonus and a DR/- equal to your (lvl+ Wis mod), with no max Dexterity modifier, no armor check penalties and no speed penalties of any kind. It is virtually weightless to the wielder and can be used to provide cover against any kind of attack including magic and touch attacks. Nothing may pass through the shield. The shield cannot be dispelled by anything short of Mordekainen's Disjunction or a god's fury.

Armor of Unyielding Sovereignty: (Requires Grand Armor and level 21) This armor grants an armor bonus to AC equal to 10 + CON Mod, +4 Deflection Bonus, +30 Spell Resistance, and +3 to all Saving Throws. The Armor Provides DR/25 Epic +4 void metal , resistance 10 void energy, SR= (10 + Angelic Warrior Levels), and provides 100% Fortification. With no Armor Check penalties, a max Dex bonus of 20, and no speed penalties, The armor wears nothing to the wearer, but weighs tons to anything else trying to move it. When one wears the armor they are filled with the feeling of invincibility and indeed they are to anything short of a god +2 additional divine rank those that are similar in alignment or way of thought feel urge to follow the angelic warrior even if not knowing him personally. This is because he is now a decently known god

Arbiter of Justice: Alignment no longer affects the Angelic warrior's class abilities, The Angelic Warrior now determines who is worthy of blessing and who deserves condemnation.

Bonus Feat The Angelic Warrior may take an extra feat whether it be Epic or not, pre-requisites still apply.

Human Angelic Warrior Starting Package

Weapons: Weapon of light, Celestial Sword and a sling with 20 stones

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbrieviated key ability-><-armor check penalty based on starting armor. If innapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbrieviated key ability-><-armor check penalty based on starting armor. If innapplicable put ""->

<

Feat: Power Attack. Angelic Warrior has Blind-fight, Blind-sense, and Blind-sight as starting feats in addition to others (these feats only come into play when they cannot sense auras)

Bonus Feats: Improved Initiative

Gear: Leather Armor and standard adventurer's supeplies

Gold: 1d4

Playing an Angelic Warrior

Religion: Angelic warriors always worship their deity. Angelic Warriors are very protective and religious to their god they hunt down heresy with an unmatched vengeance. They also refuse to Yield to any other deities' demands believing that theirs is superior.

Other Classes: Angelic warriors react well with classes of good alignment. Clerics and Paladins especially well due to sharing the same belief. They tend to dislike wizards and sorcerers for their use of arcane magic. They will never work with a demonic servant (they have a kill on sight policy with them), and avoid working at all costs with people of the Evil alignment. In addition they shy away from classes such as the bard and rogue who tend to not follow the law and discipline that Angelic Warriors fight for.

Combat: Angelic warriors are capable of supporting their allies while decimating evil enemies to a smoldering pile of ash. Angelic Warriors develop odd looking battle styles that are as brutal as they are efficient.

Angelic warriors in the World

I find your existence annoying
—Ophanisius, Human Angelic warrior
Aarhghgh!!!!!!!
—Sarythal pit lord as he is disintegrated by Ophanisius's Hand of Faith


Daily Life: Consists of praying, healing, and killing those evil things stupid enough to run across the Angelic warrior's path. they must always strive to defeat evil in all its forms.

Notables: Ophanisius, questionably the most powerful Angelic warrior, most notable for destroying an entire evil plane by himself. last seen invading the home plane of the demons and disappeared (Yet strangely the number of demons seen in the material plane has decreased).

Lugris, 2000 years ago he lead an army of Angelic warriors (20 is an army) in a crusade against the undead of the world.

Organizations: All Angelic warriors serve the same deity in an organized manner, their only city lies on the plane of their deity.

NPC Reactions: NPC's are wary and respectful of Angelic warriors for their great power and many fear them for their conviction to act out on swift justice.

Angelic warrior Lore

Characters with ranks in knowledge religion can research Angelic warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Religion
DCResult
5The Angelic Warriors are part of a mysterious order seemingly separate from the clergy of their gods, and carry weapons of light
10The Angelic Warriors are granted the gifts of healing, as would a cleric, but also the devastating combat prowess of a paladin. They hone their skills in both, weaving their way through the fields of battle to aid, or destroy, all in the name of pleasing their god
15The Angelic Warrior, blessed with the touch of the divines themselves, are an ally to all good creatures in the world. They seek out the roots of all evil itself with righteous fury. Their Weapons all hit with the might of an angry god, their divine Weapons of Light cause even the most vile of Pit Fiends to tremble in fear.
20Not all Angelic Warriors serve the same god, but you know this one serves [insert name of god/goddess] based off the air and aura they have about themselves. (Include information on the Domains of Deity, and any sworn enemies of said deity, IE undead, demons, etc)
25The Angelic Warriors, at the highest of their ranks, are said to carry weapons so vastly powerful, they were forged by the gods themselves and entrusted to these hallowed few.
30The Angelic Warrior is not just a title nor a name, their very bodies flow with that of the divine and righteous. Their Weapons of Light, much like the Angelic Warriors are literally angelic, are quite literally made of Light. Only the Angelic Warrior may wield their weapons of Light, and only their foes will feel the sting of defeat at their hands. The Angelic Warrior is the ultimate judge of character, the eyes and ears of their gods on the earth, and thus, no one is safe from becoming a foe if you blaspheme the ways of their god. The true terrifying might of the Angelic Warrior is their ability to open the Gates of Heaven themselves on the Prime Material Plane, making entire battlefields impassable to the agents of evil and chaos

Angelic Warriors in the Game

angelic warriors and the world: angelic warriors are rare to put it mildly. because of the extensive training and the divine nature of the initiation few beings even have the opportunity to become an angelic warrior. of those that can very few do. expect an angelic warrior to have a very personal reason for pursuing such a rigorous lifestyle. expect to hear of childhood tragedies, lost loved ones, or a family tradition to serve as the motivation for angelic warriors.

Adaptation: You can change the deity of Angelic Warrior's to be any Lawful Good Deity of your choice.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: I mean, the transistor cult has the private transistor cult channel, but otherwise...
gollark: Did we?
gollark: There are also those IMSI catcher things which law enforcement uses for stupid privacy invasion reasons an awful lot. I'm not actually sure what to do about those.
gollark: There's this exploit called Simjacker which is only a thing because SIM cards have too much and overcomplicated software on them, as well as seemingly access to stuff they shouldn't for some reason.
gollark: It probably made sense when phones had worse hardawre.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.