Angelic Warrior (3.5e Class)
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- 1 Angelic warrior
- 1.1 Making an Angelic warrior
- 1.2 Campaign Information
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
|1st||+1||+0||+1||+2||Weapon of light, Protectorate, Holy Aura, Holy Protection|
|4th||+4||+1||+2||+3||Weapon of Light, Bonus Feat|
|5th||+ 5||+1||+2||+4||Holy Aura +1, Angelic Wings, Protectorate, Holy Protection +1|
|6th||+6/+1||+2||+3||+5||Weapon of Light|
|7th||+7/+2||+2||+3||+5||Hand of faith, Protectorate, Heaven's Fury|
|8th||+8/+3||+2||+4||+6||Weapon of Light|
|9th||+9/+4||+3||+4||+6||Holy Protection +2, Protectorate|
|10th||+10/+5||+3||+4||+7||Weapon of light, Improved Hand of Faith, Zealous Holy Aura, The Gate of Trials|
|11th||+11/+6/+1||+4||+4||+7||Bonus Feat, Protectorate|
|12th||+12/+7/+2||+4||+5||+7||Weapon of Light|
|13th||+13/+8/+3||+4||+5||+7||Holy Body, 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|
|20th||+20/+15/+10/+5||+8||+8||+8||Weapon of Light, Grand Holy aura, Greater Hand of Faith, Angelic Being|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
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: As part of the initiation ritual for becoming an angelic warrior, young warriors must go through trials in another realm, showing talent or dying. If theybpass, they are gifted with the holy powers of the gods and angels.
Protectorate: Angelic Warriors can choose from these Spells 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 the ability to use them more often with each rank 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)
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 metal 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.
Weapons of light may be chosen from the list below. The weapons damage is counted as light damage and for each point of Weapon of Light put into a weapon(after the initial point to gain the weapon), they gain 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 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 light 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 damage and an additional 1d4 per level of Weapon of Light. Is treated as having two weapon fighting when wielding the weapon (this does not actually grant the feat). 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 light damage and an additional 1d4 for every level of weapon of light. In addition the weapon does an extra 1d10 Holy damage on a critical hit before multiplier.
Celestial Sword this is treated as a longsword that deals 1d8 light 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 10) A full plate that grants 6 + Con mod divided by 2(round down) armor bonus to AC and with a max Dex of 4. 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.
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 10, and 3 points in Celestial Sword) Excalibur is a bastard sword that deals 1d10 slashing damage and an additional 2d6 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 20, and 5 points in Excalibur) Final Excalibur deals 3d10 slashing damage has a critical of (17-20)x3. In addition, once a 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 7d10 in holy damage. If the target is Undead, they take and extra 3d10 damage.
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 1d6 + Wisdom Mod in holy damage. 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. (full heal for good allies, half heal for true neutral and none for evil allies)
Greater Hand of Faith At level 20 The Angelic Warrior may now use Hand of Faith as a 30' 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.
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 4 damage to all enemies within in its radius every 2 rounds.
Grand Holy Aura At level 20 the aura now grants allies a 5 point shield which refreshes every 3 rounds. The shield does not stack with itself if the initial shield was not broken, it simply refreshes back to full.
Ex Angelic warriors
If an Angelic Warrior ever changes their alignment, 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 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.
Should an angelic warrior die see the events under rites of passage.
Epic Angelic warrior
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 3d8 light damage and an additional 2d4 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 (17-20)x4. Once 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 30) This armor grants an armor bonus to AC equal to 10 + CON Mod, +4 Deflection Bonus, +5 Spell Resistance, and +3 to all Saving Throws. The Armor Provides DR/20 Epic and Evil, Immunity to Acid, Electricity, Cold, Petrification, Poison, and Disease, SR= (10 + Angelic Warrior Levels), and provides 100% Fortification. With no Armor Check penalties, a max Dex bonus of 10, 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.
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.
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 supplies
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
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.
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 an 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.->.