| Angel of the Dawn Requirements: Base Attack: +7 Knowledge (Religion): 10 Alignment: Lawful Good Feats: Armor Proficiency (light and medium), Weapon Proficiency (simple and martial), Weapon Focus (any), Mobility, Dodge, Spring Attack, Expertise Special: Must have been killed protecting another he did not know, and have been resurrected Skills: 2+ Int mod Knowledge(religion), Climb, Jump, Spot, Listen, Swim |
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| Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Dawn Of The Angel, Angel Wings 2 +2 +3 +0 +0 Aura I 3 +3 +3 +1 +1 Angelic Beauty 4 +4 +4 +1 +1 AuraII 5 +5 +4 +1 +1 Defiance 6 +6 +5 +2 +2 Aura III 7 +7 +5 +2 +2 The Second Sun 8 +8 +6 +2 +2 Aura IV 9 +9 +6 +3 +2 Speed Of Thought 10 +10 +7 +3 +3 Inspiration Of The Dawn |
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| Dawn of the Angel(su): The Angel emits a soft glow with a range of 1 ft/lvl Angel�s Wings: The Angel grows feathery wings, and gains Flight at 40 ft(good). If the character already had wings, these replace them. Angelic Beauty: The Angel holds an air of indefinable beauty, making them more attractive. The Angel�s Charisma is increased by 2. Aura I, II, III, IV(su): Auras create a circular design on the ground around the Angel entwined with arcane script written in the circular pattern. Any person that can read Celestial can read the circles, with a DC 5 for the first aura, to find out the name of each Aura activated. When multiple Auras are created the pattern becomes more complex and for every aura the DC to read the aura goes up by one. Any evil creatures inside the area of Light(see Dawn of the Angel) suffer a �1 to attack, damage, skill and saving throw rolls. Every level the Angel learns 2 new Auras, and they must be from a level of Aura they can activate. Activating any number of Auras is a standard action, but no more than one Aura per Aura level can be active at once. Thus, a 6th level Angel can have one Aura I, one Aura II, and one Aura III active at the same time. The Angel can activate a total number of Aura levels per day equal to their Angel level, thus a 4th level Angel could activate 4 Aura I�s, or 2 Aura II�s, or 1 Aura II and 2 Aura I. An Aura lasts for a number of rounds equal to the Angels Charisma Mod +3. He may cancel the Aura at any time. The Angel may not use another Aura for as long as the last one was active. Aura I -Aura of Resistance: Angel receives +2 to saving throws -Aura of Health: Angel receives +1 temporary hp/character level -Aura of Precision: Angel receives +2 to hit rolls -Aura of Quickness: Angel receives +10 to Speed Aura II -Aura of Nullifying: Angel receives SR 10+Level in Angel -Aura of Life: Angel heals 1 hp/round -Aura of Pain: Angel receives +2 to Damage rolls -Aura of Readiness: Angel receives +2 to Initiative Aura III -Aura of Dodging: Angel receives a +2 dodge bonus to AC -Aura of Regeneration: Angel receives heals 2 hp/round -Aura of Smiting: Angel receives the +2 to their weapons threat range -Aura of Command: All allies(not including Angel) gain +2 hit and damage Aura IV -Aura of Presence: Angel receives 50% chance enemy misses -Aura of Rebirth: Angel heals 3 hp/round -Aura of Haste: Angel receives Haste per Haste spell -Aura of Fascination: Each round all attackers must make a Will save(DC 15+Cha mod) or they cannot attack the Angel Defiance(su): The Angel, by putting up a fa�ade of being hard to hit, becomes more difficult to hit simply by his presence. Any opponent attacking the Angel suffers a miss chance equal to his Charisma mod due to Concealment(similar to Blur). The Second Sun(su): The area of light shed by the Angel is increased to 2 ft/lvl Speed of Thought(sp): Angel moves at the speed of thought. Angel can use Dimension door as a move-equivalent action a number of times/day equal to his Cha modifier. Only the Angle may use the Dimension Door. Inspiration of the Dawn(su): Any Aura I or Aura II that the Angel is currently affected by now affects all allies within 30 ft. |
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