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Amelia (A.K.A.

Lia)
6th Angelic Warrior/Celestial
Neutral Good

Strength: 22 @6
Dexterity: 26 @8
Stamina: 20 @5
Intelligence: 24 @7
Wisdom: 30 @10
Charisma: 26 @8

17 Fortitude: B + 4, Sta +5, Cha +8


17 Reflex: B + 1, Dex +8, Cha +8
22 Willpower: B + 4, Wis +10, Cha +8
22 Spell Resistance: 12 + HD + Celestial Rank

102 HP: 6d12 (maxed) + 30


20 Regeneration
20/m&e DR: 20/ magic, evil
46 AC: Base 10 + Dex + 8, Def + 6, Divine + 5, Natural + 17
20/15 BAB, Melee: B + 5, CR + 5, Wis +10
20/15 BAB, Ranged: B +5, CR +5, Wis +10

Skills
13 Balance (D) 5
13 Concentration (C) 8
16 Diplomacy (Ch) 8
13 Handle Animal (Ch) 5
13 Hide (D) 5
13 Intimidate (Ch) 5
18 Heal (W) 8
18 Perception (W) 8
16 Move Silently (D) 8
12 Navigate (I) 5
16 Perform (Ch) Dance 8
16 Sing 8
12 Read Lips (I) 5
13 Ride (D) 5
18 Sense Motive (W) 8
10 Swim (S) 4
15 Tracking (W) 5
15 Knowledge (I) Arcane 8
13 Nature 6
15 Religion 8
15 Old Realm History 8
15 Heroes & Villians 8
15 Nobility & Signets 8

Angelic Warrior
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..
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 angelic warrior may select a specific weapon at level 1, at the 5th level and each 5 level thereafter they may choose an
additional weapon. An Angelic Warrior may add their wis mod (instead of str or dex) to attack rolls made with weapons of light.
The weapons of light are immaterial to all but the angelic warrior and his foes
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 light damage at level one and an additional 1d6 for every five levels thereafter. The Angelic
warrior may add their charisma modifier to ranged damage dealt by this weapon.
Material Blades These are a twin blade weapon (19-20x2) that deals an additional 1d6 light damage for every 5 levels of Angelic
Warrior. is treated as having two weapon fighting when wielding the weapon (this does not actually grant the feat).
Hand of Faith The Angelic warrior shoots a beam of holy energy from their hand, this is a close ranged(25ft+5/2 lvls) line attack
attack dealing 1d6 per Angelic Warrior levels + Charisma or Wisdom Mod holy. 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?) This ability can be used a number of times per day
equal to (1/2 lvl +Wisdom mod)
Holy Aura Angelic warriors give off an aura of holy light. This gives a +1 BAB bonus to attack rolls and saves to himself and all good
allies within 10' of the Angelic Warrior. These bonuses increase by 1 every 5 levels and are capped by the Angelic Warrior's Wisdom
Modifier. 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. (+2 and 30 radius)
-Condemning Holy Aura the bonuses that your holy aura gives to good creatures are imposed as penalties to the same stats to evil
creatures within the range of the Aura
-Zealous Holy Aura the bonuses affect AC and damage rolls
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 1 extra point of
damage per level of Angelic Warrior holy damage. If the creature is undead then add 1 point of bane damage per Angelic Warrior lvl.
If the attack misses the target then it is still used up for the day.
Holy Protection Protected by their deity, Angelic warriors gain a +1 natural armor bonus that increases by 1 every 3 levels
Angelic Wings The Angelic Warriors wings help him levitate. The angelic warrior no longer incurs movement penalty from armors.
True Celestial (3.5e Creature Subtype) Rank: 5
True Celestials always embody a single alignment; they are either chaotic, evil, good, or lawful, but never any combination thereof
(they always have one neutral alignment axis). A true celestial of a certain alignment also has that alignment subtype. d10
Hit Die. A true celestial has maximum hit points for each of its Hit Dice.
A base movement speed as per the following table. Speed 40 ground
Deflection bonus to Armor Class equal to their Charisma modifier.
A divine bonus to Armor Class equal to the celestial's rank.
A natural armor bonus equal to twice the celestial's rank + 7.
A divine bonus to all attack rolls, caster level checks, initiative checks, saving throws and skill checks equal to the celestial's rank.
A divine bonus to the save DCs of any spells, spell-like abilities and special attacks they possess, equal to the celestial's rank.
Spell resistance equal to 12 plus the celestial's Hit Dice plus the celestial's rank.
True Celestials count as having a number of extra HD equal to their rank extra for the purpose of HD-dependent spells or spell-like
effects
Divine Aura (Su): A true celestial has an aura that functions like a globe of invulnerability against spells of a level lesser than or equal
to their rank. Their spell resistance still applies to spells of higher levels.
Divine Presence (Su): Any creature sharing the true celestial's alignment, within a distance of 10 feet plus an additional 10 feet per its
rank, is protected as per a holy aura (or its chaotic, evil or lawful counterpart). Otherwise, the divine presence functions as a
magic circle against alignment effect with regards to the celestial's opposed alignment, and a globe of invulnerability with
respects to spells of a level up to half the celestial's rank (rounded up). These effects are emanations that extend out up to 10
feet plus an additional 10 feet per the celestial's rank.
Smite (Su): A true celestial can smite its foes. Every time a creature that doesn't share a true celestial's alignment is hit by one of its
attacks, they are dealt extra damage as though affected by a holy smite spell with a caster level of 1 + the true celestial's
rank. There is no save for half damage. In this case, the damage listing of the spell pertains to creatures of alignments
opposed to that of the celestial (not necessarily evil). For example, the smite ability of a chaotic celestial affects creatures that
are either lawful or neutral on the ethical alignment axis. A true celestial may use its smite ability at will, generally applying it to
all of its attacks. An angel's natural attack as well as attacks with any weapon it wields deal 1d8 extra damage to any evil creature,
or half that to a neutral creature, or 2d6 added damage in case of an evil-aligned outsider. Good creatures do not incur any extra
damage from an angel's smite
Immunity to two energy types, (Fire, Electrical) and resistance to a third and fourth (Force, Cold 20 pts each)
True Celestial Immunities (Ex): Ability damage and ability drain, disease, poison, petrification, polymorphing and death from massive
damage.
Regeneration (20) Weapons of opposite alignment to the true celestial, as well as spells with the descriptor of that alignment deal
normal damage to a true celestial. Evil-aligned weapons and spells with the Evil descriptor deal normal damage to an angel. If an
angel loses a limb or body part, lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by
holding it to the stump.
Damage reduction (20/magic, evil). A true celestial's damage reduction is overcome only by magic weapons tempered with the
alignment opposed to their own (good true celestials have DR/magic and evil, etc.).
Spells: Traded for 30 points BESM 7 @ feats, Flight @ 50mph, Heightened Senses (Hearing, Sight), Special Movement (Light-
footed),
Special Defense ( does not eat, drink, breathe), Stats @ 20 pts divided
Spell-Like Abilities: True celestials usually have their own spell-like abilities, but next to these all true celestials have detect
alignment in regards to their opposed alignment, detect thoughts, true seeing and tongues constantly active. Spell-Like Abilities:
At willbless, light; 3/daycure serious wounds, dispel magic, remove disease; 1/daybreak enchantment, restoration. Caster
level 7th. Save DCs are Charisma-based.
Turn or Rebuke Undead (Su): All true celestials can turn or rebuke undead, gaining their rank as a bonus to their effective cleric level
for the purpose of turning undead. Good true celectials turn undead, whereas evil true celestials rebuke undead. True celestials of
lawful or chaotic alignment may do one or the other, as stipulated in their creature listing. Turn Undead: 3 + cha mod x per day /
cleric level 3 x lower
Check is d20 +cha mod +3, all within 60 undead flee for 1 min. / damage = 5d6 + CR + cha mod
If I am 2x the HD for the undead they are destroyed
0 cleric lvl -4
1-3 cleric lvl -3
4-6 cleric lvl -2
7-9 cleric lvl -1
10-12 cleric lvl
13-15 cleric lvl +1
16-18 cleric lvl +2
19-21 cleric lvl +3
22-higher cleric lvl +4

Feats
Educated: +4 skill points a level
Exalted Turning: My turn adds +3d6 pts of damage
Detect Angels and Fiends
You automatically ignore your own presence with this ability. On the first round of use, it indicates the presence or absence
of angels
and fiends. On the second round, it indicates how many angelic and fiendish creatures are present. On the third round, it
indicates the
creatures exact location and relative strength (weaker, equal to, or stronger than you). Some particularly good or evil
objects created
by angels or fiends detect as weakly good or evil creatures. This is a spell-like ability
Hide From Mortal Eyes
You may become invisible for one minute as a spell-like ability. This ability is identical to the invisibility spell except that angels and
fiends see through this illusion automatically. You can use this ability a number of times per day equal to your Hit Dice.
Deflect Arrows (BAB)
+0: Once per round when you would normally be hit with a ranged weapon, you may use a free hand to deflect it so that
you take no damage from it. You must be aware of the attack and not flat-footed.
+1: You may use any weapon you are armed with to deflect arrows.
+6: You may use this ability to deflect an arrow aimed at an ally within your reach.
+11: You may deflect magical rays and exceptional weapons like alchemist's fire with this ability.
+16: You may deflect up to one such attack per round for every point of Dexterity bonus you have
Know Thy Enemy (BAB)
+0: Gain the Favored Enemy ability as a Ranger except as noted here. Gain the +2 to hit against your favored enemy but no
extra damage dice.
+1: Gain +1d6 damage against your favored enemy.
+6: Increase to +3d6 damage and gain the Minor benefit from this list.
Fey: Size bonuses to Armor Class are halved against you (round down).
Humanoids: Any critical hit you land is automatically confirmed.
Outsider: As a swift action useable at will, you may cast align weapon on all weapons you are currently
wielding.
Undead: You can sense ethereal and incorporeal creatures normally, and may detect such creatures by scent.
Plus, all your weapons are treated as having the ghost touch enhancement when you are wielding
them.
+11: Increase to +5d6 damage and gain the Advanced benefit from this list.
Fey: You are immune to paralysis and magical sleep effects.
Humanoids: You have honed your focus on the nine vital points of a humanoid body, allowing you to strike with
unerring efficiency. Whenever you strike a creature with the humanoid or monstrous humanoid types or a
generally humanoid anatomy (i.e. two arms, two legs, and a head), all successful attacks are critical hits.
Outsider: Each of your attacks carries the effect of a targeted greater dispel magic spell against the creature
struck, with your attack roll counting as the caster level check. Your effective caster level for this effect is
equal to your character level. This ability only applies to attacks gained from BAB; any extra attacks (such as
from a speed weapon) do not count.
Undead: Creatures slain by you cannot be raised from the dead or animated as undead unless you wish it. If you
are slain, your will can no longer be an influence over these corpses until you are raised.
+16: Increase to +7d6 damage and gain the Major benefit from this list.
Fey: Whilst in a forest, you are able to detect every creature (and automatically know its type) inside the forest
within 100 feet per class level.
Humanoids: You may make a lethal attack as a standard action. If you deal any damage with this attack, the foe
must make a Fortitude save or die. This is not a death effect and works normally against creatures immune to such
effects.
Outsider: You may take a standard action to make a single attack that carries the effect of a banishment spell as
cast by a cleric of your class level. An creature banished in this fashion is also confined to their own plane (as if under
a dimensional anchor spell) for 24 hours afterward.
Undead: You may now make critical hits and apply precision-based damage normally to any creature that is
normally immune to those effects.
Favored Enemy Benefits
The ranger develops certain skills that greatly aid him in his battles. These skills vary based on the enemy he has devoted his time to
studying and chosen as a favored enemy. Any favored enemy abilities that offer a saving throw have a DC equal to 10 + 1/2 the
ranger's class level + his Wisdom modifier.

Point Blank Shot [BAB]


+0: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
+1: You add your base attack bonus to damage with any ranged attack within the first range increment.
+6: You do not provoke an attack of opportunity when you make a ranged attack.
+11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 30' of
you. Movement within this area does not provoke an attack of opportunity.
+16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the first range increment of your
weapon. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the
armor class of each opponent within range.

Rapid Fire ( BAB)


+0: You may reload any handheld projectile weapon that you can wield as a free action and never provoke an attack of
opportunity for reloading. In addition, you can draw thrown weapons as a free action.
+1: You may make a single attack with a ranged weapon as a swift action. In addition, creatures that you have the Edge
against cannot deflect or block your shots with Deflect Arrows or any similar ability.
+6: Volley - As a full-round action, you may unleash a volley of projectiles in a 60-ft. cone. Roll your attack roll and
damage once, and measure the former against the AC of every target within the area of effect.
+11: When you are wielding a ranged weapon, you are now considered to threaten an area out to 15 feet. You may make
attacks of opportunity normally against enemies within that distance. You may also make a single attack with a ranged
weapon as an immediate action.
+16: Doubleshot - All of your ranged attacks deal double damage and, if necessary, consume twice as much ammunition.
Divine Might [Spellcasting]
0: You may expend a turning attempt as a Standard action to activate a divine favor effect on all allies within 60' (including
yourself) for 3 rounds.
1: You may expend a Divine spell as a swift action to add a number of d6 damage to the next melee attack you make this round that
hits equal to the spell level of the spell expended.
3: You Turn Undead as if you were 2 levels higher.
6: By expending a turning attempt as a swift action you can bless any number of weapons within 60'. For the next 10 rounds these
weapons receive the Keen enhancement and count as Adamantine and Silver for the purposes of bypassing Damage Reduction.
9: Your Turn or Rebuke Undead attempts now work against all Evil creatures.

Divine Protection [Spellcasting]


0: You gain a +1/3 levels enhancement bonus to your number of Turning attempts, if you have them (rounded up).
1: You may expend a turning attempt as a swift action to give any number of allies within 60' (including yourself) 10 Resistance to
Fire, Cold, Acid and Electricity for 1 minute.
3: Whenever you cast a Divine spell all allies within 60' of you (including yourself) gain a +2 sacred bonus to saves for 1 round.
6: You may expend a turning attempt as an immediate action to allow an ally within 60' (including yourself) to reroll a failed save.
9: Whenever you Turn or Rebuke Undead each creature in the area that would be affected must also make a Will save or be
Staggered for 3 rounds.
Protected by Fate [Archetype]
1 HD: You gain a +1 Luck Bonus per Round.
3 HD: You gain a Minor Lucky Break, and can spend it for any of the available Lucky Breaks, using your HD as your class level.
Trip: Activate this during a character's move action. That character falls prone unless they pass a Reflex save. Using this
Break costs the Lucky One a Minor Break for 10 minutes.
Fumble: Activate this during a character's action that uses an item they're holding. That character drops the item unless they
pass a Reflex save. Using this Break costs the Lucky One a Minor Break for 10 minutes.
8 HD: You gain a Major Lucky Break, and can spend it for any of the available Lucky Breaks, using your HD as your class level.
Food Poisoning: Activate this at the beginning of a character's turn. That character must make a Fortitude save or take 1d6
points of Strength and Wisdom damage. If they fail their save, they must make a Will save or be nauseated for the rest of
the turn. Using this Break costs the Lucky One a Major Break for one day.
False Floor of Escape: Activate this while the Lucky One is moving. Some time during the move, the floor falls out from
under him and he are deposited safely in some region under the previous area he was in. For at least 100 feet in every
direction, there are no traps or enemies. Using this Break costs the Lucky One a Major Break for one hour.
Total Miss: Activate this when something would affect the Lucky One. It doesn't. Using this Break costs the Lucky One a
Major Break for 10 minutes.
Embarassing Disarmorment: Activate this at the end of a character's turn. One item of your choice worn by that character
falls off of them unless that character passes a Reflex save. Using this Break costs the Lucky One a Major Break for
10 minutes.
Structural Instability: Activate this at the end of a character's action. Make a Strength check to break any object, using the
Lucky One's class level as the Strength modifier. Since you, not the Lucky One, are making the check, the Lucky One's
Luck Bonus cannot apply. Using this Break costs the Lucky One a Major Break for 10 minutes.
15 HD: You gain a Fortuitous Lucky Break, and can spend it for any of the available Lucky Breaks, using your HD as your class
level
Heart Attack: Activate this at the beginning of a character's turn. That character must make a Fortitude save or take 1 point
of Constitution damage and get a -5' penalty to speed and a -1 penalty to attack rolls and skill checks for the rest of the
turn. If the character fails the Fortitude save, they must make additional Fortitude saves until they succeed,
taking additional Constitution damage and penalties to attributes. Using this Break costs the Lucky One a Fortuitous
Break for one day.
Conveniently Placed Transportation: Activate this at the end of the Lucky One's turn. Within the next 1d4 rounds, he will
be within one round's move distance of an escape route, be it an unlocked cell door, a portal to another
plane, or his trusty pet griffin. Using this Break costs the Lucky One a Fortuitous Break for one day.
Favorable Weather: Activate this at the end of the Lucky One's turn. At the beginning of his next turn, painful things start
coming from the sky or ceiling, dealing fire, electrical, cold, bludgeoning, slashing, and/or piercing damage as appropriate
for the situation. This weather exists for 2d6 rounds and extends to a 1d4 mile radius from his current position. All
characters who end their turn in this weather take 1d6 points of damage per character level, with half damage if they
succeed on a Reflex save. He and his allies get a +10 bonus to this save. Using this Break costs the Lucky One a
Fortuitous Break for one day.
GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX*: Calls extraplanar creature to fight for you.

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to
your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect
with a duration of 1 hour that is usable once per day.
1. Sanctuary: Opponents cant attack you, and you cant attack.
2. Shield Other: You take half of subjects damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures cant approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Mass Cure Light Wounds: Cures 1d8 damage +1/level (max +25) for many creatures.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. Mass Cure Critical Wounds: Cures 4d8 damage +1/level (max +40) for many creatures.
9. Mass Heal: As heal, but with several subjects.

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