Angel

Angels are celestial beings who have descended to Earth and taken on a mortal form. They may either share the body of a living mortal, or they may be born as a mortal infant, to grow naturally. In the latter case, they must learn to regain their celestial power over time.

This race describes the latter case. In the former case, use the abilities of the base creature; the abilities of the mortal host are irrelevant.

Basic Abilities

  • From base race:
    • Human: bonus human talent at level 1, bonus skill point per level.
    • Elf: elven alertness, resistance to sleep and charm.
    • Drow: darkvision, cloak of shadows.
    • Etc: etc...

  • Subtype:
    • Visitor: angels who possess a mortal host are known as "Visitors".
    • Natural: angels who are reborn as known as "Naturals", or sometimes as "fallen" (derogatory).

Grace

You have an attribute called Grace. It reflects the purity of your soul, and the presence of God's love within you.

By default, it is 0. Whenever you perform a meaningful act of service to God, you gain Grace, to a maximum of 5 + 1/rank.

Various Angel abilities expend Grace, necessitating its eventual resupply.

There are several actions you may take to regain Grace:

  • Charity: Once per day, you may give 8 hours of your time, or 5% of your wealth, to a charitable cause. If the effort is made in good faith, you gain 25% of your maximum Grace.
  • Devotion: Once per day, you may spend 8 hours in devoted prayer. This grants you 1 point of Grace.
  • Triumph: Upon defeating a major enemy of the faith (i.e. a boss), you regain 1 point of Grace.

Exultation

You gain the following maneuver:

  • Exultation: At-will, immediate, 1 round, costs 1 Grace; your form changes into that of an angel. You begin to emanate bright light. You gain feathered wings of pure white, which you may use to fly. Your countenance becomes a profound reflection of God's love and grace. You gain the following traits in this form:
    • Size: large
    • +50% to all ability scores
    • +50% to movement speed
    • +50% resist (fire, lightning, frost)
    • Wings grant fly speed equal to 150% of normal movement rate, good maneuverability

Aura Sight

You can sense auras. In addition to the normal powers this ability grants, such as detecting magic, you may also detect alignment and the presence of sin.

You may discern, by sight, the following:

  • Mortality (immortal, mortal, semi-mortal, possessed, etc)
  • Alignment (true good and true evil (outsiders); good/evil/neutral inclinations (mortals))
  • Sin (significant sins the subject has committed; if mortal, works only if subject feels guilt for the sins; always works on immortals)

As with all aura vision, it can be disturbing or even psychologically harmful to view the auras of evil outsiders, black magic, or the particularly disturbed. Aura vision is a function of the soul, not the mind, and what is seen can never be unseen.

Physical Characteristics

  • As base race, plus as modified given your choice of optional abilities.

Favored Ability Scores

  • Strength
  • Wisdom
  • Charisma

Racial Talents

Level 1

At level 1, you may select two talents; they may either be from your base race, from the below list, or a mix of the two.

  • Life Touch: Your touch restores life. Simply touching a plant or insignificant animal (such as an insect) that has recently died (or is any more healthy condition) restores it to full life and vigor. You may suppress this ability when not desired.
    • Inspiration: Encounter, swift, touch, costs 1 Grace; you infuse subject with life energy and positive emotions, dispelling any effects based on fatigue, fear, or emotion. Subject gains Fast Healing 10% for 5 rounds, and +10% to attack rolls, saves, and damage.
    • Lay on Hands: Daily, swift, touch, costs 1 Grace; you heal all wounds suffered by the subject, restoring her to 100% hp and removing any ability score damage.

  • Halo: You may manifest light. At will, you may produce an emanation of up to 30 feet of bright illumination (as a torch).
    • Sunray: Encounter, swift, centered circle 2, 5 rounds, costs 1 Grace; you create a shaft of sunlight that shines down on the area. Undead and evil outsiders are Shaken (-20% attacks, saves, damage) while in the area, and suffer 10% of their max hp as holy damage on turn start. Light acts as natural, direct sunlight for the purposes of sunlight vulnerability.

  • Enochian Tongue: You can speak and understand the tongue of the angels. Some words in this ancient language have power unto themselves.
    • Word of Warding: Encounter, swift, close burst 5, costs 1 Grace; you and allies gain a damage shield equal to 100% of max hp.
    • Word of Glory: Encounter, swift, medium range; ally is healed for 50% of max hp.
    • Nomine Dei: Daily, immediate, close burst 5, costs 1 Grace; enemies are pushed 5 squares and knocked down, then stunned for 1 rd (Will negates).
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