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Angel, Variant (4e Race)
From D&D Wiki
Angels are the offspring of Seraphim, one of the high ranking class of celestial beings
|Average Height: 6’2”–7’3”|
|Average Weight: 230–340lb.|
|Ability Scores: +2 Strength; +2 Dexterity or Wisdom|
|Speed: 6; at paragon level the angel gains a fly speed (at-will; hover) 6 squares|
|Languages: Common, Supernal|
|Skill Bonuses: +2 Religion, +2 Insight|
|Angelic Origins: You gain the Angel keyword for the purposes of effects that relate to keywords.|
|Angelic Aura: You emit an aura 2, all healing affects made by your allies with the Heal keyword inside the aura gain a +2 bonus to the heal check.|
|Angelic Equilibrium: You gain a +1 racial bonus to Fortitude; Reflex; and Will.|
|Angelic Presence: When first bloodied, attacks made against the angel take a -2 penalty to attack rolls until the end of your next turn.|
|Immortal Origin: You are native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin|
|Trance: Rather than sleep, Angels enter a restive trance. You must spend 4 hours in this state to gain the same benefit other races get from taking a 6 hour extended rest. While meditating you are fully aware of your surroundings and notice approaching enemies and other events as normal.|
|Flying Pass Attack: You gain the Flying Pass Attack encounter power.|
Angels mature at an accelerated rate, reaching maturity at age 12.
Play an Angel if you want...
- To try to prove to the gods that you are worthy of the celestial plane.
- Fly across the battle field raining down death or healing the wounded.
- Be a powerful being often feared or revered by the people who raised them.
- To be a member of a race that favors the Paladin, Warlord and Cleric classes.
An Angel's skin tones, eye color, and overall physical appearance often appear to be holy and divine. They are taller than humans however their essence is somewhat lighter. It is not uncommon for Angels to radiate a powerful aura of colored light depending on their mood and seem to be more real than anything around them. Some Angels' auras are so powerful that they convey emotions and so most will learn how to control their aura as children so that they can be more persuasive speakers or stealthier thieves. Most Angels are considered unnatural their entire lives because of their hardly changing appearance after 12 years of age.
Playing an Angel
Most Angels find no comfort in their host societies; with few ever truly feeling at home. It is because of this Angels tend to travel, following whatever path they wish, so that can find their place in the world. Some are drawn to divine paths, such as that of the paladin or clerics, while others wish to commune with nature, becoming sages and shamans; though more commonly an Angel will seek to prove themselves in battle and are well represented among the martial classes.
Angels are often intimidating to be around and anyone stuck in conversation with an Angel often finds themselves either on the edge of fright or hanging on the edge of the Angel's every word.
Angels are rarely found in groups as it is common for them to seek solitude however those who are more extroverted seek out their fellow angels looking for some form of kinship that they never had. Due to the power and rarity of the race, many Angels are kept as personal retainers to nobles and kings, and are frequently used as elite guards. It is not uncommon for a king to hire an Angel as a personal bodyguard, trainer and teacher of the heir to the throne, however the great attractiveness of some Angels results in kings sending them away for fear of losing their Queen.
Angel Characteristics: Intimidating, Inspiring, Lonely, Impetuous, Noble, Adaptable. Three sample Angel adventurers are described below.
Names: Angels are named by their mothers or their adoptive community and so their names reflect those of the adopted race.
Three sample Angel adventurers are described below.
Damitra is an angel warlord. She is the last of her clan village, which was set fire to when she was just a child. set adrift to the Astral Sea, she now seeks revenge after learning the truth about her past. She has joined an adventuring party in search of answers for who can exact her vengeful might upon.
Marcus is an angel cleric. He leads his own flock of adventurers in the service of Kord, having been tasked to lead more mortals to the devout service of his lord. Even though he was sent to spread the teachings of Kord, he still respects all of the devout of other gods, not wishing a god to take offence at him or the company he keeps.
Rex is a devout paladin follower of Moradin, loyal to the end, and has more than once put his life on the line to help protect the followers of the almighty god. It has been a long time since he was cast out of the Astral Sea and he is still trying to redeem himself for his past failings in the service of the gods. To do so he believes that saving the lives of the innocent, while punishing those of the guilty in the name of Moradin is his easiest way to regain the favour of his lord. Adventuring comes naturally to this angel who is always ready to step in front of a magic missile or arrow to protect his allies and friends.