Celestial (3.5e Class)

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Seraphim

Seraphim walk a lonely path of physical exertion, magical sacrifice, and absolute devotion to their cause.

Making a Seraphim

Seraphim always take the biggest risks and gain the biggest rewards. They tend to clash with more moderate adventurers, but when throwing everything into every action, a talented Seraphim can turn the tide of any battle.

Abilities: The Seraphim is surprisingly simple. She requires vast amounts of constitution to contain the inferno swirling in her soul, and the wisdom to know when to unleash it.

Races: Whatever a Seraphim may have been in her former life, she transcended that in her rise and fall from grace. She knows nothing but the ways of the Seraphim now.

Alignment: Any non-neutral. a Seraphim is always Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil. Her fervent devotion to extremes leaves no room for compromise.

Starting Gold: 3d4x10 gp (75 gp).

Starting Age: Moderate.

Table: Seraphim

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+2+0+2 Wrath 1d8, Seraphic Fortitude
2nd+1+3+0+3 Benediction, Fast Healing 3
3rd+1+3+1+3 Divine Intervention 1/day, Divine Sanction, Wrath 2d8
4th+2+4+1+4 Inspiration
5th+2+4+1+4 Wrath 3d8
6th+3+5+2+5
7th+3+5+2+5 Divine Intervention 2/day, Wrath 4d8
8th+4+6+2+6 Unicorn Companion
9th+4+6+3+6 Soul Anchor, Wrath 5d8
10th+5+7+3+7
11th+5+7+3+7 Divine Intervention 3/day, Wrath 6d8
12th+6/+1+8+4+8
13th+6/+1+8+4+8 Wrath 7d8
14th+7/+2+9+4+9
15th+7/+2+9+5+9 Divine Intervention 4/day, Wrath 8d8
16th+8/+3+10+5+10
17th+8/+3+10+5+10 Wrath 10d8
18th+9/+4+11+6+11
19th+9/+4+11+6+11 Divine Intervention 5/day, Wrath 12d8
20th+10/+5+12+6+12

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Use Magic Device (Cha).

Class Features

A Seraphim does not prepare or cast spells as other wielders of divine magic do. Instead, she unleashes her Wrath on enemies, blesses allies with her Benediction, and uses her Divine Sanctions to enhance both.

All of the following are class features of the Seraphim.

Weapon and Armor Proficiency: A Seraphim has no weapon or armor proficiency. She requires both hands to be free and loose, flowing clothes in order to channel the divine tempest barely contained in her soul.


Seraphic Fortitude (Ex):


Wrath (Su): Years of dedication have hardened the Seraphim allowing her to channel her very divinity. As a standard action, she can reach into her soul and unleash a beam of pure destruction. Wrath is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and allows no saving roll. Wrath deals 1d8 + Wisdom modifier points of damage at 1st and increases as the Seraphim gains levels.


Benediction (Su): Rather in service to good, or in pursuit of evil, every great leader needs followers. The Seraphim can siphon part of her divinity and use it to heal any non-outsider creature. Roll any number of dice, the Seraphim rips that much health out of herself and releases it in a 30 foot burst dividing it evenly and healing all allies.


Fast Healing (Ex): From 2nd level, the Seraphim benefits from both her physical and metaphysical dedication to fitness. She passively regenerates 3 health at all times as long as she maintains her daily training.


Divine Sanction: At 3rd level, a Seraphim takes the first step on her journey to Divinity. She must choose to either feed her Wrath or embrace Benediction. She chooses an Alpha Sanction and an Omega Sanction

  • Hellfire Wrath: Adds +2d8 damage to Wrath and target must make Reflex save or catch fire.
  • Transcendent Benediction: Allies are healed for 2x the Seraphim's sacrifice.


Divine Intervention (Su): Starting at 3nd level and gaining an additional use every 4th level (7th, 11th, 15th, and 19th), a Seraphim learns to invoke her inner goddess to change an unfavorable outcome. Once per day, she may choose any die thrown by friend or foe and ask fate for a re-roll. This is an immediate action and can be used at any time even when it is not her turn.


Inspiration (Ex): At 4th level, a Seraphim taps into her vast experience with all things Divine. She gains a +10 competency bonus to knowledge religion and knowledge arcana.

Divine Sanction (Ex): At 5th level, the Seraphim must make another hard choice and deepen her commitment to her Divinity.

  • Wrath
  • Benediction


Unicorn Companion (Ex): When a Seraphim attains 8th level, she declares herself a deity and grants herself a Seraphic Unicorn companion as her mount and aide. Once per day, as a full-round action, the Seraphim may magically call her companion from the Seraphic realms in which it resides. It may be dismissed at any time as a free action. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing and carrying any gear it had.


Soul Anchor (Ex): From 9th level, a Seraphim can enter a magical trance after identifying a deceased creature as in True Resurrection. Her soul journey's into the underworld and retrieves the deceased creature's soul. The Seraphim returns to the world of the living with the soul in her possession, however it is not resurrected until the Seraphim wills it. The creature is then forced back to life as True Resurrection, except that the soul need not be willing. This is an extreme ordeal for the Seraphim and she permanently loses 1 point from her constitution score.

Unicorn Companion


Empathic Link (Su): The Seraphim has an empathic link with her Unicorn out to a distance of 1 mile. The Seraphim cannot see through the Unicorn’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.


Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the Unicorn takes no damage if it makes a successful Reflex save and half damage even if the Reflex save fails.


Share Saving Throws: For each of its saving throws, the Unicorn uses its own base save bonus or the Seraphim’s, whichever is higher.


Share Spells: At the Seraphim’s option, she may have any spell she casts on herself also affect her Unicorn.


Devotion (Ex): A Unicorn’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.


Improved Speed (Ex): The companion’s base ground speed increases by 10 feet.


Spell Resistance (Ex): A Unicorn’s spell resistance equals the Seraphim's level + 5.

Seraphic Unicorn

Table: Seraphic Unicorn



Ex-Seraphim

There are no former Seraphim. If she abandons her path, the Seraphim will be overwhelmed by the immense power swirling in her soul and she will violently self-destruct.


Epic Celestial

Seraphim
Level
Bonus
Hit Dice
Natural Armor
Adjustment
Str/Dex/Int
Adjustment
Special
8th-11th+0+0+0Empathic Link, Improved Evasion, Share Saving Throws, Share Spells
12th-14th+2+2+2
15th-17th+4+4+2Devotion
18th-20th+6+6+2Improved Speed, Spell Resistance
Table: The Epic Celestial

Hit Die: d10

LevelSpecial
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Celestial Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Celestial

Religion: .

Other Classes: .

Combat: .

Advancement: .

Celestials in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Celestial Lore

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

DCResult
5.
10.
15.
20.

Celestials in the Game

Adaptation: .

Sample Encounter: .

EL : .


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