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There are nine ranks of angels in total, and you say there aren't seven types of angels.
Бог есть любовь
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There are nine ranks of angels in total, and you say there aren't seven types of angels.
Luminous Archon
Beam of Light (Ex): beams illuminate the area within a 30-foot range.
Magical Abilities: At will: aid, continual flame, detect evil, and message. These abilities are as spells cast by a 3rd-level wizard.
Celestial Traits: Aura of Menace (DC 11), magic circle against evil, immunity to electricity and petrification, teleportation, languages, +4 save vs poison.
Hound Archon
Magical Abilities: At will: aid, continual flame, detect evil, and message. These abilities are as spells cast by a 6th-level wizard.
Celestial Traits: Aura of Menace (DC 16), magic circle against evil, immunity to electricity and petrification, teleportation, languages, +4 save vs poison.
Alternative Form (Su): An H.A. can assume any canine form (except for a werewolf or other lycanthrope) as a standard action. This ability, similar to that of a polymorph, allows transformation only into dogs.
While the H.A. is in canine form, it benefits from the following two abilities - double speed and a +4 circumstance bonus to Hide and Wilderness Knowledge.
Avoral
Their keen eyesight is simply incredible: They can see details of objects at a distance of up to 10 miles and, as they say, can distinguish up to 200 shades of a creature's eye color.
Magical Abilities: At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day – lightning bolt. These abilities are as spells cast by an 8th-level wizard (save DC 13 + spell level).
Fear Aura (Su): Once a day, an avoral can create a fear aura in a 20-foot radius. This is identical to a spell cast by an 8th-level wizard (save DC 17).
Celestial Traits: immunity to electricity and petrification, cold and acid resistance 20, languages, +4 save vs poison.
Lay on Hands (Su): Works exactly like the paladin's ability, but an avoral can heal as much damage per day as its total hit points in an undamaged state.
Animal Empathy (Su): An avoral can mentally communicate with animals as a free action. This works like the speak with animals spell cast by an 8th-level druid, but does not require speaking aloud.
True Seeing (Su): Identical to the true seeing spell cast by a 14th-level cleric, except that it has a personal range, and the avoral must concentrate for 1 full round before applying true seeing. After this, the effect remains in force as long as the avoral concentrates on it.
Skills: The avoral's keen eyes provide a +8 racial bonus to Spot checks.
Gael
Magical Abilities: At will: aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus objects weighing up to 50 pounds); 1/day - chain lightning, prismatic spray, and wall of force. These abilities are as spells cast by a 12th-level wizard (save DC 13 + spell level).
Spells: Gaels in humanoid form can cast divine spells from the cleric list and the Air, Animals, Chaos, Good, and Plants domains as 14th-level clerics (save DC 13 + spell level).
Gaze (Su): In humanoid form, kills any evil creatures with 5 or fewer HP, range 60 ft, save DC 18. Even if the save is successful, the creature is affected by fear for 2d10 rounds. Non-evil creatures, and evil creatures with more than 5 HP, must succeed in a Will save, DC 18 or suffer the fear effect.
Positive Energy (Ex): The G.'s shimmering sword deals an additional 2d6 positive energy damage to evil creatures.
Beam of Light (Ex): In sphere form, G. can project light beams with a range of 300 feet.
Celestial Traits: Aura of Protection, immunity to electricity and petrification, cold and acid resistance 20, languages, +4 save vs poison.
Alternative Form (Su): G. can change from humanoid form to spherical form as a standard action. In humanoid form, it cannot fly or use Beams of Light, but it can use the Gaze attack and apply magical abilities, make physical attacks and cast spells. In sphere form, it can fly, use Beams of Light and apply magical abilities, but cannot cast spells or use the Gaze attack.
G. remains in one of the forms until it wishes to assume another. The change of form cannot be dispelled, and G. does not return to the other form when killed. The true seeing spell, however, shows both forms simultaneously.
Trumpet Archon
Magical Abilities: At will: detect evil, continual flame, and message. These abilities are as spells cast by a 12th-level wizard.
Celestial Traits: Aura of Menace (DC 19), magic circle against evil, immunity to electricity and petrification, teleportation, cold and acid resistance 20, languages, +4 save vs poison
Spells: A Trumpet Archon can cast divine spells from the cleric list and the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).
Trumpet (Su): The T.A. plays music of extraordinary clarity and penetrating beauty and, if it wishes, this music paralyzes. All creatures except archons within 100 ft must succeed in a Fortitude save (DC 19), or be paralyzed for 1d4 rounds. The T.A. can also command its trumpet to become a +4 greatsword - free action.
If the trumpet is stolen, it becomes a piece of useless iron until the archon recovers it. Woe betide any thief caught with the trumpet.
Astral Deva
Stunning (Su): If an A.D. hits an opponent with its mace twice in one round, the creature must succeed in a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Magical Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as spells cast by a 12th-level wizard (save DC 15 + spell level).
Celestial Traits: Aura of Protection; fire resistance 20, languages, immunity to electricity, cold, acid and petrification, +4 save vs poison.
Evasive Ability (Ex): An A.D. can never be caught off guard and cannot be flanked.
Skills: Extraordinary alertness, the A.D. receives a +4 racial bonus to Spot and Listen checks.
Planetar
Magical Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day- earthquake, greater restoration, shapechange, and symbol (any). These abilities are as spells cast by a 17th-level wizard (save DC 16 + spell level).
The following abilities of the P. are always active as spells cast by a 17th-level wizard: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the P. can restore them - free action.
Spells: The P. can cast divine spells from the cleric list and the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).
Celestial Traits: Protective Aura, fire resistance 20, languages, immunity to electricity, cold, acid and petrification, +4 save vs poison.
Solar
Magical Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as spells cast by a 20th-level wizard (save DC 17 + spell level).
The following abilities of the S. are always active as spells cast by a 20th-level wizard: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can restore them - free action.
Spells: The S. can cast divine spells from the cleric list and the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).
Celestial Traits: Protective Aura, fire resistance 20, languages, immunity to electricity, cold, acid and petrification, +4 save vs poison.
Angels as a race... hmm... no, there aren't 7 types of angels...
You're mistaken, in Christian mythology there are as many as 9 types. Seraphim, cherubim, thrones, dominions, virtues, powers, principalities, angels and archangels. But truly, no one is going to make 7 types of angels. You need several creatures here that aren't angels. A series of logically interconnected (at least in spirit) creatures. You could make a series of incorporeal spirits. Or—in material form.
Mythology!!! :smile52: :smile52: :smile52: I'm rolling on the floor! Mythology is Koschei the Deathless and a talking frog with enough reaction time to catch a flying arrow. And angels are religion.
Sorry for the off-topic, but I just had to say it!:D :D :D Mythology!!!:smile52::smile52::smile52:
Yes, it also struck me as odd. Mythology is Greece and Rome + a couple more countries. But definitely not religion, where angels are featured.
Yeah... and they'll all be flying units. And that disrupts the balance.
But... angels can't exist without wings!