Angelic Warrior (3.5e Class)
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|Status:||done just needs tweaking.|
|Editing:||Any suggestions on improving the class would be great. Just drop them off in the discussion section and I will get right to it|
 Angelic warrior
Holy soldiers whose only purpose is to hunt down or destroy evil creatures while protecting innocent lives. They naturally have a knack for sensing auras. To improve this sense they cover their entire face with a face plate that blinds them. They use only their enemies auras to fight. Everyone has their own unique aura which allows for an angelic warrior to distinguish between several auras of the same alignment. For those with no aura (true neutral or tiny creatures) the warrior gains blind-fight.
 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
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: 1d4x10
Starting Age: Any. Angelic Warrior's range from the young and zealous to the wise and pious
|1st||+1||+2||+0||+2||Weapon of light, Holy aura, Hand of faith, Condemning Holy Aura|
|2nd||+2||+3||+1||+3||Smite, Weapon of light,|
|3rd||+3||+3||+1||+3||Holy protection +1|
|5th||+ 5||+4||+2||+4||Weapon of Light, Holy aura +2, Zealous Holy Aura.|
|6th||+6/+1||+5||+3||+5||Holy Protection +2,|
|9th||+9/+4||+6||+4||+6||Holy Protection +3|
|10th||+10/+5||+7||+5||+7||Weapon of light,Greater Hand of Faith, Holy aura +3, Preemptive Holy aura.|
|12th||+12/+7/+2||+8||+6||+8||Holy Protection +4|
|15th||+15/+10/+5||+9||+7||+9||Weapon of Light, Holy aura +4, Holy protection +5, Healing Aura.|
|18th||+18/+13/+8/+3||+11||+9||+11||Holy Protection +6|
|20th||+20/+15/+10/+5||+12||+10||+12||Weapon of Light, Holy aura +5, Greater Hand of Light, Grand Aura, Angelic Being|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
 Class Features
Weapon and Armor Proficiency: Angelic warriors are proficient with their weapons of light. However they are not restricted to only their weapons of light and many have learned to use other weapons and armor to help them until they are granted their weapons of light. Angelic warriors are proficient with simple weapons and with light and medium armor. Armor of any kind does not interfere with the Angelic Warrior's abilities
Weapon of Light: These weapons are made of pure holy energy and stick with the Angelic Warrior for as long as they remain faithful. A weapons of light is added to the Angelic warrior's arsenal at level one and every five levels thereafter. Some are so powerful that only high ranking Angelic Warriors have Access to them. These weapons may be summoned at will to the Angelic warrior as a move action (donning the grand armor or multiple weapons is a full round action), this is treated as an extraordinary ability and is not subject to anti magic fields.
These weapons are weapons or armor made of pure light that are treated as magic, good, and lawful weapons for damage reduction purposes. An Angelic Warrior may add their wisdom mod to attack rolls made with weapons of light. In addition all weapons of light deal an additional 1d6 holy damage per charisma modifier to creatures they strike. (The extra damage to creatures will multiply on a critical hit)
Each weapon has a hardness of 10 and 20 hp. These items can however be destroyed through effects such as mordekainen's disjunction, rods of cancellation, or a dispel magic check rolled versus the Angelic Warrior's caster check (Caster level=Class levels in Angelic Warrior). These items can then only be re-obtained through an extensive ceremony in which the angelic warrior prays to his deity for a 24 hour nonstop period that renders the Angelic Warrior exhausted for 1d4 days afterword.
Weapons of light may be chosen from the list below
Staff of Light This is a quarterstaff that deals and additional 1d6 light damage every 5 levels of angelic warrior. A wielder of a Staff of light is treated as having two weapon fighting when wielding the weapon (this does not actually grant the feat)
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.
Material Blades These are a twin blade weapon that deals an additional 1d6 light damage for every 5 levels of Angelic Warrior. They also allow 2 strikes per melee round with a 50% critical strike that deals 2d12 Holy damage on a critical strike.
Hammer of Light This is a one handed holy war hammer that deals an additional 2d6 light damage every 5 levels of Angelic Warrior, In addition the weapon does an extra 1d10 Holy damage on a critical hit
Celestial Sword this is a holy longsword that deals an additional 2d6 light damage for every 5 levels of angelic warrior.
Dominion Shield acts like a heavy steel shield except it grants a shield bonus equal to 2+Wisdom mod and can deal 1d6 bludgeoning damage with a shield bash attack (if the target is evil still add the holy damage)
Grand Armor (Requires level 5) A full plate that grants 8 + Wisdom mod armor bonus to AC and with a max Dex bonus equal to your Wisdom mod. In addition it grants immunity to Acid, Cold and petrification, and resist energy 10 to fire and electricity. The armor also give the wearer spell resistance 10+ Angelic warrior levels, and DR10/evil. This armor is virtually weightless and does not impact the wearer's speed or impose armor check penalties. The angelic warrior cannot wield any armor under or over this full plate.
Mjolnir (Requires level 10, and Hammer of Light) This massive two handed hammer deals 3d8 bludgeoning damage plus 2d8 light damage per charisma mod and has thundering, speed, and a critical of 15-20 x4
Excalibur (Requires level 15, and Celestial Sword) Excalibur is a bastard sword that deals 1d10 slashing damage per five levels of Angelic Warrior. In addition the weapon deals 5d6 light per Charisma mod to any non-good target. Final Excalibur has a critical of (15-20)x3. In addition, once a day per Wis mod you may make a touch attack that bypasses damage reduction, regeneration, concealment, and incorporeality but this attack cannot critical.
Hand of Faith The Angelic warrior shoots a beam of holy energy from their hand, this is a ranged touch attack dealing 1d6 per Angelic Warrior levels + Charisma Mod holy damage to evil creatures, half damage to neutral creatures, and no damage to good Creatures. This is a spell-like ability with a will save for half damage (DC=10+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 (Angelic Warrior level+ Wisdom mod)
Improved Hand of Faith At level 10 The angelic Warrior may instead Fire the Hand of Faith as A 15' Cone Healing allies and Damaging enemies this costs 2 uses of hand of Faith. (full heal for good allies, half heal for neutral allies, no heal for evil allies, and full damage for evil enemies, half Damage for neutral enemies, no damage for good enemies)
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 costs 4 uses of hand of faith
Holy Aura Angelic warriors give off an aura of holy light. This gives a +1 bonus to attack rolls and saves to 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 summoned and dispelled as a standard action at will
Condemning Holy Aura At level 1 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 At level 5 the bonuses affect AC and damage rolls
Preemptive Holy Aura At level 10 the bonuses now affect initiative (plus to good creatures and minus to evil creatures)
Healing Holy Aura At level 15 the aura now gives fast healing 2 to all good creatures in range (no affect to evil creatures)
Grand Holy Aura At level 20 the aura now give fast healing 5 to good creatures and damages evil creatures wit h2 holy damage a round.
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 evil. If the creature is undead then add 1 point of damage per Angelic Warrior undead bane Damage. If the creature is non-good then add 1 point of light damage per Angelic Warrior level. If the Target is good Then the Angelic warrior take a penalty to attack depending on the opponents Charisma mod. If the attack misses the target then it is still used up for the day. (Ex. If the target is an evil undead creature then it fits the categories of non-good, evil and undead. Therefore you will add Charisma Mod to your attack roll and you will add 3x your level to Damage, one third is light from the non-good, one third is holy from the evil, and one third is bane damage from being undead)
Holy Protection Protected by their deity, Angelic warriors gain a +1 natural armor bonus that increases by 1 every 3 levels
Heaven's Gate Creates a portal to their deity's home plane that sucks in nearby non-good creatures. Affected cratures must make a reflex save or be sucked into the gate. If a creature is sucked into the gate then at the beginning of their next turn they must make a fortitude save or die. If a creature makes their fortitude save then they can attempt a will save to escape the portal and appear in a random location (determined by the DM). Failure with the will save results in being stuck in the plane for another day, In which case the creature must restart at the Fortitude save or die, This process repeats until death or escape. This affects all enemies in a 5' per charisma mod burst and may be used a number of times per day equal to your Wisdom mod. DC equal to (10+ Angelic Warrior level + Charisma mod), Neutral creatures get a plus 10 on their saves.
Tongues At Level 11 An Angelic Warrior is granted the ability to speak to all creatures with a language, this ability is the same as the tongues ability possesed by angels
Holy Body Angelic warriors are so gifted by their deities that time becomes but a minor itch, Angelic warriors become immune to the effects of aging, but still join their deities halls when their time is up (same as timeless body found in the monk and druid classes)
Angelic Wings The Angelic warriors gains his wings and now can has flying (cha mod x 10)' good
Angelic Being At Level 20 the Angel Warrior ascends into the ranks of their fellow celestial warriors. The Angelic Warrior's original type changes to a Celestial Outsider. In addition he gains +4 Wisdom and Charisma and +2 Dex, Strength, and Constitution
 Ex Angelic warriors
If an Angelic Warrior ever changes their alignment, or stops worshiping their deity (or if their deity somehow dies) then they immediatly 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). I The case of a deitie's death or loss of power. The angelic warrior must either join a new god and receive atonement, or wait until the previous deity is restored
 Epic Angelic warrior
Epic Weapon of Light:
Eden's Javelin (Requires Staff of Light) this weapon acts as a Returning Throwing Short Spear but deals 1d8 light damage equal to (Angelic warrior level/5+1) light damage. 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 per Wis mod you may guarantee a hit and Critical threat with this weapon. (must still roll for confirmation). As a standard action you may Attack a good ally with this weapon and Heal them equal to the damage you would have dealt to an evil creature, or hit a neutral creature and heal equal to as if you hit an neutral creature
Star Shooter (Requires Celestial Longbow) 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 at full BAB, No penalties for Multishot, Range increment equals 1 Mile, and all arrows it have the slaying property keyed to the target of the shot (DC=10+Charisma Mod). On a Critical the Arrow Explodes instantly attacking every enemy creature within 90' This will continue to happen until A critical is not scored (number of targets limited to your Angelic Warrior level). Critical is a x4, however the shards from an exploding arrow have a critical of (17-20) x1
Bastion of Light (Requires Dominion Shield) This Shield is a tower shield that Provides (4+Wisdom mod) Shield Bonus and a DR/- equal to your Wisdom 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 8+Wis Mod, Adds your Charisma mod to Saves and as a Deflection Bonus to AC. The Armor Provides DR/20 Epic and Evil, Regeneration 5, Immunity To Fire, Acid, Electricity, Cold, Petrification, Poison, and Disease, SR= (20 + Angelic Warrior Levels), and provides 100% Fortification. With no Armor Check penalties, no max Dex bonus, 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.
 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
 Campaign Information
 Playing an Angelic Warrior
Religion: Angelic warriors always worship their deity, they pray twice a day or more if they can help it. 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 are blind and therefore 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.
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
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.->.