Celestial Classes and Feats

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Maxus
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Celestial Classes and Feats

Post by Maxus »

The problem with celestials is they're just not as awesome as fiends. Oh, I'll grant you, you don't want to fight one. But they just don't get as much love. And why should they? They're all pretty and don't have weird body parts to inspire feats.

Still, I think they're a niche that needs filling.

So, let's look at the DnD celestials:

They use equipment, they look humanoid (albeit with the occasional animal head) and they seem to cap out at Large Size (usually). It also looks like they make up the difference with supernatural and spell-like abilities.

So it looks like that to build a weird celestial, you need some feats which can give supernatural or spell-likes.

Also, I'm going to be blatantly ripping off the Tome of Fiends for this. The classes are True Celestial, Celestial Hero, and Favored Soul. And I'm going to borrow the name of Psalms

The major difference between the classes is this:
Celestial Hero is less of a monster than Fiendish Brute, and also gets weapon and armor proficiencies and better BAB. To have some attempt at balancing out, they're not as loaded with ability boosts, and get some virtues instead ability boosts sometimes.

Virtues are supposed to represent things like Kindness, Bravery, Fortitude, and all that. They're bonuses to one thing or another. You can spend a feat to get an Aura which projects the benefit of the virtue to allies within range (oh, yes, now I'm borrowing from Iaimeki's Kantian Paladin).

So, to recap:

1) It'll be hard to write a *lot* of feats for celestials; I'll have to settle for feats which can be used to gain one of many possible abilities.

2) The classes are mostly copying useful bits of whatever I've seen on this board.
Last edited by Maxus on Sat May 30, 2009 12:33 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Reserved for classes
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Reserved for Character Options
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Rejakor »

Sounds like a good idea. Hanging out to see what is made of it.
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Post by Maxus »

Rejakor wrote:Sounds like a good idea. Hanging out to see what is made of it.
I can't find my notes (I scribble stuff on the hour-long bus ride to work), but I remember some salient features going like this:

Feats:
Most of the feats give a cool ability or bunch of spells like, with some mirrors of fiend feats. For example, the mirror to the Large and Huge size fiend feats would let the warrior pick up an ability boost (which I remember extended to Charisma.) They could also take Large Size after the first feat.

Other abilities would be like...

Any water you can create by spell-like abilities heals X damage. And some of the spheres let you do things like Control Weather. Admittedly, on that scale, it's a constant healing for the entire party, and it'd be useful against and undead horde or something.

Other feats were things like "Your sword catches fire in the presence of evil, and does some extra damage to them."

Now, the virtues were like a one-person aura. You could also spend a feat or get a class ability to get it made an Aura, which worked like the Kantian Paladin's.

But I really chickened out on the feats which give spell-like abilities. I mean, they'd scale, so you unlock more abilities as you went on, but keeping a theme to them would involve a lot of referencing spells.
Last edited by Maxus on Sat Jul 04, 2009 2:10 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by CatharzGodfoot »

Celestials are really all over the place. I mean, you have hound archons (celestial werewolves), lantern archons (celesital will 'o the wisps), sword archons (guys with flaming swords for hands), gaele eladrin (elfin were-will 'o the wisps), biryani eladrin (celestial rice were-tornados), generic angels, and all of the furries.

Anyway, I think that angels could use a feat chain that makes them colossal. humongous angels zapping evil with their eye beams are pretty much like giant robots doing the same, which are awesome.

So just for starters, there should be a feat for eyebeams, a feat for wings, a feat chain for large->huge->colossal, a feat (chain?) for turning into an incorporeal globe of light, and a feat for turning your hands into flaming swords (who said fiends get all the cool body weaponry?). You could have a feat that demoralizes opponents if the celestial ignores them. You could have a terrifying warcry feat, and one to boost your allies. (take both and they work at the same time). You can have daylight at will. True seeing is a classic. A 'zone of peace' would fit, but might be better in a sphere...
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Post by Maxus »

I had some of those feats (wings and such). I guess I was thinking more along the lines of "heroes smiled upon by the Good powers" for this, not "Lets you play an angel."

I'll work on it, but I will say I'm iffy on the Gargantuan and Colossal size. Honestly, I'm iffy about Huge. The Solars and Planetars and what have you are Large Size, and I'd more or less taken that as my cue that there won't be sixty-foot-tall angels walking around.

But there needs to be feats which give supernatural/spell-like abilities. And lots of them.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by CatharzGodfoot »

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Post by Koumei »

Perhaps Celestial Heroes might gain something from the following:
Ephesians 6:10-18 wrote: "Be strong in the Lord and in the power of His might. Put on the whole armor of God, that you may be able to stand against the wiles of the devil. For we do not wrestle against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this age, against spiritual hosts of wickedness in the heavenly places.

"Therefore take up the whole armor of God, that you may be able to withstand in the evil day, and having done all, to stand. Stand therefore, having girded your waist with truth, having put on the breastplate of righteousness, and having shod your feet with the preparation of the gospel of peace; above all, taking the shield of faith with which you will be able to quench all the fiery darts of the wicked one.

"And take the helmet of salvation, and the sword of the Spirit, which is the word of God; praying always with all prayer and supplication in the Spirit, being watchful to this end with all perseverance and supplication for all the saints...."
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Post by Akula »

Boring longwinded Bible passages? Would be OP, no save sleep effects should be kept out of the game.
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Post by Koumei »

Don't make me bust out Psalms. Hell, we could start at Genesis if you want, and add in funny voices. You know how long that would take? Yeah. A million years.

Anyway, I actually meant gaining abilities like "Armour of Celestia: each time you gain this ability, select one of the options below."
Belt of Truth: as long as your belt slot does not contain a magic item, you constantly radiate a Zone of Truth and can simply Detect Lies. At level X, any creature in a form other than their own natural one must make a Fortitude save every round or revert back to their own form. At level Y you may Dispel all Illusions within 50' by making a Dispel attempt (use your class level) as a Standard Action.

Breastplate of Righteousness: as long as you are not wearing any armour in the armour slot (bracers are still fine), you count as having a Breastplate with an enhancement bonus to Armour equal to +1 per three levels (round down). This armour doesn't actually slow you down or anything, however, and no [Evil] creature may bypass this Armour Bonus with touch attacks. At level X, you treat the area around you as always being Consecrated. At level Y, you have a permanent Magic Circle Against Evil.

Boots of the Gospel of Peace: as long as you are not wearing magical footwear, you gain a +30' bonus to your movement speed and can walk on water. Additionally, you may create a (that spell that means people don't attack you until you attack them) effect as a Swift Action. At level X, you can Fly (50' (Good)). At level Y, you gain the benefits of Freedom of Movement.

Shield of Faith: this Large Iron Shield provides no actual encumbrance or penalty, and has an enhancement bonus equal to 1/3 your level (round down). [Evil] creatures cannot bypass this bonus with touch attacks. At level X, you gain Fire Resistance equal to three times your hit dice. At level Y, you gain a permanent Protection From Arrows effect, and immunity to Poison.

Helmet of Salvation: as long as you are not wearing any magic item in the head slot, you gain the benefits of 50% protection from Critical Hits and Immunity to Stunning and Dazing. At level X, you also gain Blindsight out to 50' and Improved Uncanny Dodge. At level Y, you are Immune to Critical Hits, and once per day, an attack that would kill you outright or reduce you to 0 HP or less fails.

Sword of the Spirit: this is a Keen Flaming Ghost Touch Longsword or Greatsword with an enhancement bonus equal to 1/3 of your level, round down. At level X, it grants a Prayer effect at all times. At level Y, it ignores all natural armour of [Evil] creatures and deals 1 Charisma damage to them when it strikes.
Because the Bible has some cool stuff - a side-effect of all that crazy babble and all those pages of writing is that SOME of it has to be cool. I hear the four horsemen caught on pretty well.
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Post by Akula »

That Belt of Truth is a really nice item actually. Very thematic.

The Bible has some good stuff, it just gets overwhelmed by the underwhelming metaphors and the vague feeling that I'm in high school religion class again, textbooks that get preachy; if it wasn't so stupid, it would be funny.

EDIT: Wait, wait, wait, you totally forgot the best part of the bible. The "Who begat whom" that goes for pages...and pages.
Last edited by Akula on Sat Jul 04, 2009 9:27 am, edited 1 time in total.
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Post by Maxus »

Akula wrote:
EDIT: Wait, wait, wait, you totally forgot the best part of the bible. The "Who begat whom" that goes for pages...and pages.
That'll be covered in the "Product of Celestial Union" feat. And you get to do it yourself by describing your character's lineage, if you care to.

And, yeah, those abilities were just about what I was trying for. I particularly like how the weapon ignores the Natural Armor of Evil critters.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Judging__Eagle »

I'll have to say, this looks pretty good.
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Post by SunTzuWarmaster »

Those "armor" things need to be "in addition to the armor you are wearing". Seriously, people are going to play as these and they need equipment too.

Also, in this way you can have something like
Weapon of Righteous Destruction [BAB]
0 - Whatever weapon you are wielding is considered Magical (+1/3 bonus/level) in addition to any other properties that it has. Your unarmed attacks, even if not proficient, count for this effect.
1 - The above, Flaming weapon.
6 - The above, Holy instead of Flaming.
11 - The above, Sun weapon, Fort save. (BoG)
16 - The above, Vorpal weapon (BoG).

You are giving these bonuses because you DIDN'T give them things like "2 extra attacks".

The following things also gain the "Celestial" tag wholesale:
Breath Weapon
Elemental Aura
Extra Arms
Extra Summons
Greater Teleport
Harmless form
Large Size
Huge Size
Heighten Spell Like Ability

The following get converted:
Product of Celestial Dalliance
One of your recent ancestors was an angel or from a good-aligned plane. Maybe your parents play it off as a virgin birth, maybe your dad became a Saint.
You may take any [Celestial] feat, Resistance 5 to Acid, Cold, Electricity, one of the Celestial subtypes (I don't care enough to look them up), and a Smite Evil attack usable at will that does bonus damage equal to 1/2 of your strength modifier.
*** quasi-balanced against an extra bite attack

Wings of Good
You gain wings and a fly speed equal to double your base land speed with good maneuverability that requires special armor to stay aloft. These must be feathery or energy-based.

If I feel like it I'll make up some more, because I like to concept. Remember, we can't just multiple by -1 to get the good feat (most of the time).
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Post by Kaelik »

Celestials with Class

Celestials are like Fiends. But all good and shit.

Base Classes

What follows are three (one right now) base classes. They are for people who want to play good creatures instead of good people.

True Celestial
"I am a servant of the light eternal. You'll feed those children if I have to beat you into it."

Archons, Angels, Eladrin, it's all the same shit. These are the mack daddies of the upper planes.

These true celestials are good at everything they do, but this doesn't make them more powerful at any particular level than any other celestial. Indeed, level is a measure of power. The most powerful fiends are True Celesials and higher level. The True Celestial advances in everything all at once, and thus gains new abilities relatively slowly compared to what other, more focused progressions are capable of.

Alignment: You are good. You totally are.

Races: The True Celestial is only available to Outsiders with a plane of origin in the Upper Planes. Creatures from the prime material plane whose ancestors were from a Upper Plane may take this class, but they must have the Outsider type.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: Since a True Celestial is immortal and never ages, a character may claim any starting age she wishes.

Hit Die: d8
Class Skills: The True Celestial's class skills (and the key ability for each skill) are, Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).
(This is just True Fiend with Bluff/disguise removed. Feel free to add shit.)

Skills/Level: 8 + Intelligence Bonus
BAB: Good (as Fighter), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Immortality, Celestial Traits
2 Tongues, Aura Personal only
3 Celestial Damage Reduction
4 Sphere
5 Greater Celestial Traits
6 Greater Teleport
7 Greater Celestial Damage Reduction
8 Sphere, Aura 30ft
9 Summon
10
11 Bonus Feat
12 Sphere
13 Greater Celestial Damage Reduction
14 Aura 60ft
15 Greater Summoning
16 Sphere
17 Righteous Power
18 Aura (Line of Sight)
19 Epic Damage Reduction
20 Sphere

All of the following are Class Features of the True Celestial class:
Weapon and Armor Proficiency: True Celestials are proficient with all simple and martial weapons. True Fiends are proficient with all armors and shields of any kind.

Immortality (Ex): It takes an eternity to save a single soul, luckily, you are swimming in eternities.

Celestial Traits: A True Celestial is a member of one of the iconic goodly classifications. Starting at first level she gains access to the distinctive abilities of her race, as befits her temperament:


* Angel : Angel Traits:
Visions of Truth (Su): Constant active Detect Evil/Chaos. Receive information without concentrating.
Immunity to Acid: An Angel takes no damage from acid of any kind.
*Archon : Archon Traits:
Magic Circle Against Evil (Su): Constantly generate, as spell.
Immunity to Electricity: An Archon takes no damage from electricity of any kind.
* Need Eladrins and Guardinals and or anything else you can think of.


Tongues (Su): As the subtypes.

Aura (Su):

At level 2 this affects the Celestial only. At level 8, all within 30ft. At level 14 all in 60ft, and at level 18, all in sight.

Angel- Protection (Allies only): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to it's targets. This aura can be dispelled, but the angel can create it again as a free action on its next turn.
Archon- Menace (Enemies only): A righteous aura surrounds archons that fight or get angry. Any hostile creature within the radius or struck by the Archon take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon with an attack roll. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
More types.


Celestial Damage Reduction (Su): At 3rd level, the True Celestial gains damage reduction that stops half their class level (rounded up) in damage and that can be penetrated by Evil weapons. At 7th level, the Damage Reduction increases to class level. At 13th level the Damage Reduction is only penetrated by weapons which are both Good and made of a iron. At 19th level, the True Celestial's Damage Reduction can only be penetrated by Epic weapons.

Sphere: The True Celestial gains basic access to a sphere at 4th level, and gains a new sphere at every fourth level afterwards. If the True Celestial selects a sphere that she already has basic access to, she upgrades it to advanced access. If she already had advanced access, she gains expert access.

We need a different mechanics besides Spheres here. Anyone has one, I'm all ears. I'll try to come up with something.

Greater Celestial Traits: A True Celestial of 5th level or more gains access to more of the distinctive abilities of her race, as befits her temperament:


* Angel : Angel Traits:
Visions (Su): The Spells True Seeing and See Invisibility are always active on the Angel.
Immunity to cold, and petrification.
Resistance to electricity 10 and fire 10.
* Archon : Archon Traits:
Scion of Justice (Su): An Archon may as a swift action extend an it's Aura of Menace effect to 1 day per character level, and double the penalties. It may also know the current plane of the creature, and if on the same plane know the distance and direction to the target for the duration of it's effect.

This ability may only be used on a creature currently suffering the aura of menace, and immediately gives away the Archon's position, since it requires the target to hear the foreboding words of the Archon to take effect.

Immunity to Petrification and Poison

More types.


Summon (Sp): At 9th level, a True Celestial can attempt to summon any good outsider to aid. Summoning another Upper Plane resident of the same challenge rating has a 40% chance of success, and summoning a Resident of a lower CR increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.

Bonus Feat: At 11th level, a True Celestial gains a bonus feat. This feat may be any [Celestial] feat for which she meets the prerequisites.

Greater Summoning: A True Celestial of 15th level may attempt to use her summon power to summon a Good Outsider of a level higher than her own, though doing so carries only a 30% chance of success.

Righteous Power: The Will of the Servant is testament to the power it serves. At 17th level, the True Celestial gains a +10 bonus to defeating Spell Resistance with the spell-like abilities granted by her spheres.
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Post by For Valor »

well, if we're modeling them after after Fiends... does that mean Celestial Brute and Conduit of the Upper Planes?
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Post by Kaelik »

For Valor wrote:well, if we're modeling them after after Fiends... does that mean Celestial Brute and Conduit of the Upper Planes?
Well, a long damn time ago:

The idea was to make a castery type, and a archery type, instead of a punch face with poison claw type.

And certainly not called fucking Brute anything.

But meh, I mostly got tired of trying to get Auras and shit to balance with stuff, and I consider True Celestial to be currently a failure.
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Post by Maxus »

Kaelik wrote:
For Valor wrote:well, if we're modeling them after after Fiends... does that mean Celestial Brute and Conduit of the Upper Planes?
Well, a long damn time ago:

The idea was to make a castery type, and a archery type, instead of a punch face with poison claw type.

And certainly not called fucking Brute anything.

But meh, I mostly got tired of trying to get Auras and shit to balance with stuff, and I consider True Celestial to be currently a failure.
Agreed for how hard it is to make something that doesn't ripoff Tome of Fiends.

Want the recap, FV?

Okay.

A Favored Soul with Celestial Spheres would be the equivalent of the Conduit.

A Celestial Hero (feats and abilities points spaced out with class-featured stuff) would have counterparted the Fiendish Brute.

There should be some different spheres, as well as some auras/feats/cool things.

Scaling feats which give spell-like/supernatural abilities would help with this.
Last edited by Maxus on Mon Apr 19, 2010 5:18 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by For Valor »

oh, goddamn necrobumping... sorry... I just Giant Frog.

Well, I masturbate to like the idea of Celestials and Fiends (and Dragons... I guess I'm a sucker for fantastical things) teaming up and kicking ass.

So if someone, hypothetically, started up with a couple Spheres or classes, could that hypothetical person ask for help from people who worked on this thread like last year (hypothetically, of course)?
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
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Post by Avoraciopoctules »

If you want to make/find celestial spheres, you might want to check out these threads:

http://tgdmb.com/viewtopic.php?t=49091

http://tgdmb.com/viewtopic.php?t=49673
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Post by Maxus »

For Valor wrote:oh, goddamn necrobumping... sorry... I just Giant Frog.

Well, I masturbate to like the idea of Celestials and Fiends (and Dragons... I guess I'm a sucker for fantastical things) teaming up and kicking ass.

So if someone, hypothetically, started up with a couple Spheres or classes, could that hypothetical person ask for help from people who worked on this thread like last year (hypothetically, of course)?
Yeup.

Let's seeeeee.

There needs to be a Healing Sphere. As well as Protection Sphere. As well as a Strength/Buff Sphere. And a Good Sphere.

Could start with the Domains of the same name. Make a more interesting ability for take , and add something for level 19, and you're there.

Healing's special bonus could be maximized dice for healing abilities, and a bigger caster-level bonus for higher-ranked spells. Maybe some Quickened or Mass versions once a day
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Avoraciopoctules
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Post by Avoraciopoctules »

Manxome wrote:Exorcism Sphere
(Created by Doctus)

Special: You gain the ability to turn undead three times per day as a good-aligned cleric of the same level as the class that granted you this sphere. You cannot use these turning attempts to power divine feats.

Level, Benefits
1 Protection from Evil
3 Consecrate
5 Magic Circle against Evil
7 Dispel Evil
9 Disrupting Weapon
11 Banishment
13 Holy Word
15 Sunburst
17 Undeath's Eternal Foe (SpC)
19 Freedom


Mystery Sphere

Special: You benefit from a constant undetectable alignment effect.

Level, Benefits
1 Disguise Self
3 Silence
5 Blacklight
7 Greater Invisibility
9 Mirage Arcana
11 Forbiddance
13 Screen
15 Mind Blank
17 Etherealness
19 Time Stop


Piety Sphere

Special: If you succeed on a Sense Motive check (opposed by Bluff), you know the target's alignment. If you fail, you cannot make another attempt until you gain another rank of Sense Motive.

Level, Benefits
1 Bless
3 Aid
5 Prayer
7 Lesser Globe of Invulnerability
9 Hallow
11 Heroes' Feast
13 Refuge
15 Holy Aura
17 Gate (Calling version only)
19 Miracle


Restraint Sphere

Special: You gain a +3 bonus on saves against mind-affecting effects.

Level, Benefits
1 Entangle
3 Web
5 Stinking Cloud
7 Black Tentacles
9 Wall of Stone
11 Repulsion
13 Forcecage
15 Prismatic Wall
17 Temporal Stasis
19 Imprisonment


Revelation Sphere

Special: You receive a +2 bonus on all Knowledge checks, and never count as untrained in any Knowledge skill.

Level, Benefits
1 Detect Evil
3 Detect Thoughts
5 Clairaudience/Clairvoyance
7 Divination
9 True Seeing
11 Find the Path
13 Legend Lore
15 Discern Location
17 Foresight
19 Astral Projection


Splendor Sphere

Special: You gain a +2 bonus to Diplomacy, Intimidate, and Sense Motive

Level, Benefits
1 Charm Person
3 Eagle's Splendor
5 Flame Strike
7 Glorious Form (as Monstrous Form in the Dungeonomicon, except the new form appears glorious instead of monstrous)
9 Sympathy
11 Greater Heroism
13 Planar Ally
15 Sunburst
17 Weird
19 Implosion


Vigor Sphere

Special: Whenever you heal someone with a spell-like ability, they recover additional HP equal to your ranks in the Heal skill.

Level, Benefits
1 Cure Light Wounds
3 Shield Other
5 Cure Serious Wounds
7 Death Ward
9 Raise Dead
11 Heal
13 Greater Restoration
15 Greater Spell Immunity
17 Mass Heal
19 True Resurrection
Vigor is a nice healing sphere. Makes Heal ranks actually worth something.
Last edited by Avoraciopoctules on Tue Apr 20, 2010 5:12 am, edited 1 time in total.
Koumei
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Post by Koumei »

Just remember that True Celestials need to have the option of looking like Evangelion Angels and Moengels.
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Avoraciopoctules
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Post by Avoraciopoctules »

from: http://tgdmb.com/viewtopic.php?t=50992&view=next
Maxus wrote:Oh, yeah, the [Celestial] Wings feats.

Wings of Good
Benefit: You get a pair of really pretty wings (bird wings for preference). You gain a flight speed of double your base speed with good maneuverability.

Ethereal Wings
Prerequisite: Wings of Good
Benefit: Your wings become ethereal collections of light and color and aren't interfered with by your armor or clothing. They can be extended or winched in as a Swift Action. Your maneuverability improves to Perfect.
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There's a transformational PrC here (Enlightened Disciple):
http://www.tgdmb.com/viewtopic.php?p=115801
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