Divine Companion [General]
Your animal companion becomes an anarchic, axiomatic, celestial, or fiendish creature.
Prerequisite: Animal Companion class feature.
Benefit: Your animal companion gains the anarchic, axiomatic, celestial, or fiendish template. You must choose a companion whose alignment is the same as yours. Subtract one from your effective druid level for purposes of determining the companion's characteristics and special abilities.
Special: You cannot take this feat and the Elemental Companion, Radiant Companion, or Shadow Companion feats.
Home General Rules Animal Companion Feats
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Showing posts with label Good. Show all posts
Showing posts with label Good. Show all posts
Tuesday, January 4, 2011
Monday, January 3, 2011
General Rules: Monsters - Celestial, Harmonious Choir of the Words
Celestial, Harmonious Choir of the Words (from Dragon Magazine #353)
Small Outsider (Extraplanar, Good, Incorporeal)
Hit Dice: 10d8 (45 hit points)
Initiative: +9
Speed: Fly 120 feet (perfect)
Armor Class: 26 (+1 size, +5 Dexterity, +10 deflection); touch 26, flat-footed 21
BAB/Grapple: +10/-
Special Attacks: Bardic music, incarnate vessel, spells, spell-like abilities, turn undead
Abilities: Str -, Int 20, Wis 20, Dex 20, Con 10, Cha 20
Treasure: None
Alignment: Usually neutral good
Advancement: 11 - 30 Hit Dice (Small) or by character class
These small, glowing oblong balls of light bear a faint and alien face with runes coming from their mouths. The text streams outward constantly, fading as it reaches the periphery of the celestial's light. The creature's voice is that of dozens of beings speaking in perfect unison. The voices speak an endless stream of gibberish in a mesh of dozens of languages. The colors of the face within the sphere of light and the runes floating from the mouth vary by individual, although most exhibit cooler colors such as blue, green or violet.
A harmonious choir of the words is a living embodiment of the Words of Creation, the words used to create all things at the beginning of everything.it is, in fact, made up of many words, which, like a sentence or a paragraph, come together into a single structure. They are voluble and often friendly, loving nothing so much as deeply intellectual conversations whether among peers or more like tutorials. To a harmonious choir, the wrestling of ideas, the enjoyment of learning, and the beauty of language are their own rewards. They sing frequently, compose poetry, and constantly seek out knowledge, no matter how trivial. Harmonious choirs gladly share their knowledge, but keeping them on topic often proves difficult. Getting a complete answer from a harmonious choir requires a successful DC 15 Bluff or Diplomacy check.
Harmonious choirs of the words speak all known languages.
Combat
Harmonious choirs are creatures of language and song and prefer to avoid combat. If pushed, they do not shy from defending themselves or those under their protection. A harmonious choir usually begins combat by targeting spellcasters with its own spell-like abilities and spells before turning to its light ray.
A harmonious choir's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction. Harmonious choirs often take levels in the bard class. Their bard levels stack with their racial bardic knowledge, bardic music, and spellcasting abilities.
Bardic Knowledge (Ex): As a 10th level bard, with a total bonus of +15.
Bardic Music (Ex): A harmonious choir can duplicate the Bardic Singing abilities countersong, fascinate inspire courage, inspire competence, suggestion, and inspire greatness, up to a total of ten times per day as a 10th level bard.
Dispel Silence (Su): The harmonious choir may dispel magical silence, such as a silence spell, at will. Caster level 10th.
Glyph Mastery (Ex): The harmonious choirs can automatically bypass (with no effect) or dispel any magical glyph, rune, symbol, or writing, including explosive runes, glyphs of warding, and symbols as a 10th level caster. It never suffers from the negative effects of magical writing unless it chooses to.
Incarnate Vessel (Su): Once per round, a harmonious choir can merge its body with another creature on the same plane as itself. This ability is similar to a magic jar spell except it does not require a receptacle. To use this ability, the choir must be manifested and it must try to move into the target's space; moving into the target's space to use the incarnate vessel ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that harmonious choir's incarnate ability for 24 hours and the celestial cannot enter the target's space. If the save fails, the harmonious choir vanishes into the target's body. Protection from good and similar effects ward a creature from this ability. The save DC is Charisma-based.
Protective Aura (Su): All allies within 20 feet who can at least see or hear the harmonious choir (including the harmonious choir itself) gain a +4 sacred bonus to Armor Class and a +4 resistance bonus on saving throws against an evil creature's attacks, spells, and supernatural and spell-like abilities. The harmonious choir can lower or reactivate this aura as a free action. In addition, this aura produces the following continuous effects: Arcane sight, detect evil, know direction, light, speak with animals, speak with plants, tongues, and true seeing. The save DC's are 15 + spell level and are Charisma-based.
Spells: Harmonious choirs cast spells in a manner similar to a sorcerer that has become a bard, as a 10th level caster. They typically know the following spells. The save DCs are 15 + spell level and are Charisma-based:
Spell-Like Abilities: At will - analyze dweomer, commune, daylight, detect thoughts, discern lie, enthrall, flare, legend lore, message, read magic, speak with dead, stone tell. Three times per day - dispel evil, dispel magic, glyph of warding, major image. Once per day - erase, hold person, shatter, shout, suggestion, summon monster V, teleport. Caster level 10th. The save DC's are 15 + spell level and are Charisma-based.
Turn Undead (Su): A harmonious choir of the words can turn undead eight times per day as a 10th level cleric.
Words of Creation (Ex): A harmonious choir can use Words of Creation (see the Book of Exalted Deeds) without taking damage. Using the Words of Creation doubles the effects of the bardic singing abilities inspire courage, inspire competence, inspire greatness, and inspire heroics. For bardic singing abilities that require a Perform check such as countersong or fascinate, the Words of Creation grant the choir a +4 sacred bonus on the check. The Words of Creation also increase the saving throw DC for the suggestion and dominate abilities by +2. The Words of Creation increase the choir's effective caster level for the song of freedom by +2.
The Words of Creation can enhance any process of creation. If the Words of Creation are spoken as part of the casting of a Conjuration (Creation) spell, the duration of the spell is doubled. If they are spoken while using a Craft skill, they grant the crafter a +4 sacred bonus on the Craft check.
The Words of Creation help energize good magic. If used in conjunction with a good spell that has a verbal component, the Words of Creation increase the spell's effective caster level by +1.
If the harmonious choir has discovered a creature's true name, by means such as through the use of legend lore or commune spell-like abilities, it can exercise power over that creature in a number of different ways, each of which requires a full round action. it can impose a -4 penalty on creature saving throws to resist a specific compulsion spell or effect. it can reduce the creature's spell resistance by 4 or reduce the amount of its damage reduction by 5. This reduction lasts for 1 minute. It can cast teleport or greater teleport on the creature without including itself as a target of the spell. It can gain a +6 bonus on its opposed Charisma checks to compel service from the creature after it summons it with a planar binding spell.
Outsider Traits: A harmonious choir of the words has darkvision with a range of 60 feet. It cannot be raised or resurrected.
Incorporeal: A harmonious choir can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A harmonious choir can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A harmonious choir always moves silently and cannot be heard with Listen checks if it does not wish to be.
Skills: Harmonious choirs have a +4 racial bonus on all Craft, Knowledge, and Perform checks and the ability to use all Knowledge skills untrained.
Home Three Worlds Monsters
Small Outsider (Extraplanar, Good, Incorporeal)
Initiative: +9
Speed: Fly 120 feet (perfect)
Armor Class: 26 (+1 size, +5 Dexterity, +10 deflection); touch 26, flat-footed 21
BAB/Grapple: +10/-
Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Full Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Bardic music, incarnate vessel, spells, spell-like abilities, turn undead
Special Qualities: Bardic knowledge, damage reduction 10/evil, immunity to acid, electricity, mind-affecting effects, necromantic effects, and polymorphing, dispel silence, glyph mastery, incorporeal, outsider traits, protective aura, spell resistance 23, words of creation
Saves: Fortitude +7, Reflex +12, Will +12Abilities: Str -, Int 20, Wis 20, Dex 20, Con 10, Cha 20
Skills: Appraise +5 (+7 with related Craft skills), Concentration +13, Craft: Any Three +22, Diplomacy +22, Knowledge: Arcana +22, Knowledge: Any Two others +22, Knowledge: All Others +5, Listen +18, Perform: Singing +22, Sense Motive +20, Spellcraft +2, Spot +18
Feats: Improved Counterspell, Improved Initiative, Skill Augmentation (Diplomacy and Sense Motive), Weapon Focus (Ray)
Environment: Any
Organization: Solitary
Challenge Rating: 12Treasure: None
Alignment: Usually neutral good
Advancement: 11 - 30 Hit Dice (Small) or by character class
Combat
Harmonious choirs are creatures of language and song and prefer to avoid combat. If pushed, they do not shy from defending themselves or those under their protection. A harmonious choir usually begins combat by targeting spellcasters with its own spell-like abilities and spells before turning to its light ray.
- 4th Level: (1 spell slot) Modify memory, rainbow pattern.
- 3rd Level: (3 spell slots) Confusion, good hope, remove curse, slow.
- 2nd Level: (4 spell slots) Blindness/deafness, calm emotions, eagle's splendor, mirror image.
- 1st Level: (5 spell slots) Animate rope, lesser confusion, remove fear, sleep.
- 0th Level: (3 spell slots) Daze, ghost sound, lullaby, mage hand, mending, prestidigitation.
Home Three Worlds Monsters
General Rules: Monsters - Celestial Creature (Template)
Celestial Creature (from the Monster Manual)
Celestial creatures dwell in the Heavens, the realms of good, although they resemble beings found in the Three Worlds. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a noncelestial creature.
"Celestial" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. it gains the subtype "good". Celestial creatures encountered in the Three Worlds have the "extraplanar" subtype. A celestial creature uses all of the base creature's abilities except as noted here.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
Armor Class: Same as the base creature.
Attacks: Same as the base creature.
Damage: Same as the base creature.
Special Attacks: A celestial creature retains all the special abilities of the base creature and also gains the following ones:
Special Qualities: A celestial creature retains all the special qualities of the base creature, and also gains the following ones:
Saves: Same as the base creature.
Abilities: Same as the base creature, but Intelligence is at least 3.
Skills: Same as the base creature. All celestial creatures speak Celestial.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):
Treasure: Same as the base creature.
Alignment: Always good (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.
Home Three Worlds Monsters
- Smite Evil (Su): Once per day, a celestial creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against an evil opponent.
| Hit Dice | Damage Reduction | Acid, Cold, and Electricity Resistance |
1 - 3
|
-
|
5
|
4 - 7
|
5/+1
|
5
|
8 - 11
|
5/+1
|
10
|
12+
|
10/+1
|
10
|
- Darkvision with a range of 60 feet.
- Damage reduction (see table to the right).
- Acid, cold, and electricity resistance (see table to the right).
- Spell resistance equal to Hit Dice + 5 (maximum 25).
Abilities: Same as the base creature, but Intelligence is at least 3.
Skills: Same as the base creature. All celestial creatures speak Celestial.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):
| Hit Dice | CR |
Up to 3
| Same as base creature |
3 to 7
| Base creature +1 |
8+
| Base creature +2 |
Alignment: Always good (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.
Home Three Worlds Monsters
General Rules: Monsters - Celestial, Valiance Angel
Celestial, Valiance Angel (adapted from the Book of Eldritch Might II)
Medium Outsider (Extraplanar, Good)
Hit Dice: 6d8+24 (52 hit points)
Initiative: +9
Speed: 30 feet, fly 80 feet (average)
Armor Class: 26 (+5 Dexterity, +1 dodge, +10 natural); touch 16, flat-footed 20
BAB/Grapple: +6/+9
Special Attacks: Spell-like abilities, spells, summon celestial monster
Abilities: Str 17, Int 21, Wis 14, Dex 21, Con 18, Cha 22
Advancement: 7 - 9 Hit Dice (Medium); 10 - 12 Hit Dice (Large)
The activities of the denizens of the heavens are very complex and poorly understood by mortals. The valiance angels were once more typical celestials, but devoted themselves to the arcane arts so completely that they soon began to neglect all other duties. Now mysterious patrons of arcanists, they still serve Woda, but often seem more devoted to magic itself than to their celestial patron. They primarily dwell in the Dreamlands, in hidden fortresses delved deep into the dreamlike nothingness.
Valiance angels retain the outlook and demeanor of a traditional celestial - virtuous and kind. Yet they are extremely serious and have no time for simple niceties. They judge all actions as a series of priorities and weigh those priorities logically. Thus, if entreated for help by some needy wizard, they may refuse because other, larger things are afoot - things they may have no time to explain. The valiance are riled by a council of angelic wizards called the Yeven.
These beings appear to be tall, thin, regal-looking humans with wings resembling streams of light that continually flow and pulse - almost like streams of liquid light, loosely intertwined and woven together to merely give the appearance of wings.
Valiance angels speak with all creatures magically and have the ability to read any being's spellbook and understand it, no matter how it is coded or written.
Combat
Valiance angels have a wide variety of powers at their command. First and foremost, they are powerful spellcasters. They prove difficult to affect with magic of any kind and almost never use weapons. Valiance angels hate physical combat - they prefer to settle their differences with magic. If they must, they use their slam attack as a last resort. They always target spellcasting foes first, as they respect them much more highly than others.
Aura of Menace (Su): A righteous aura surrounds valiance angels that fight or get angry. Any hostile creature within a 20-foot radius of a valiance angel must succeed at a DC 19 Will saving throw to resist its effects. Those who fail suffer a -2 morale penalty to attacks, Armor Class, and saving throws for one day or until they successfully hit the valiance angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that valiance angel's aura for one day.
Detect Magic (Sp): This spell remains always active for a valiance angel.
Immunities (Ex): Valiance angels are immune to acid, cold, electricity, and petrification attacks.
Keen Vision (Ex): Valiance angels have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a valiance angel can surround itself with a nimbus of light with a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel's Hit Dice. The aura can be dispelled, but the valiance angel can create it again as a free action on its next turn.
Resistances (Ex): Valiance angels have fire resistance 20. They receive a +4 racial bonus on Fortitude saves against poison.
Spells: All valiance angels cast spells as sorcerers of a level equal to their Hit Dice. They favor a wide range of spells, usually including mage armor, shield, cat's grace, lightning bolt, haste, and a few illusions and divinations.
Spell-Like Abilities (Sp): At will - aid, continual flame, detect evil, discern lies, dispel magic, holy smite, holy word, invisibility, polymorph, remove curse, remove disease, and read magic; Seven times per day - see invisibility and cure light wounds; Once per day - cure critical wounds. These abilities are as the spells cast by a 12th-level sorcerer (DC 16 + spell level).
Summon Celestial Monster (Sp): All valiance angels can summon a celestial creature (as a summon monster spell) with the same number of Hit Dice as themselves with a 100 percent chance of success. They can summon a celestial creature with up to double their own Hit Dice with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. Valiance angels can use this ability once per day.
Teleport (Su): Valiance angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 pounds of objects.
Tongues (Su): Valiance angels can speak with any creature that has a language as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Outsider Traits: Unlike most other living creatures, a valiance angel does not have a dual nature - its soul and body form one unit. When a valiance angel is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a valiance angel. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. A valiance angel breathes, but does not need to eat or sleep (although they can do so if they wish).
Home Three Worlds Monsters
Medium Outsider (Extraplanar, Good)
Initiative: +9
Speed: 30 feet, fly 80 feet (average)
Armor Class: 26 (+5 Dexterity, +1 dodge, +10 natural); touch 16, flat-footed 20
BAB/Grapple: +6/+9
Attack: Slam +9 melee (1d6+4, bludgeoning, 20 x2)
Full Attack: Slam +9/+4 melee (1d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Spell-like abilities, spells, summon celestial monster
Special Qualities: Darkvision 60 feet, low-light vision, DR 15/+1, detect magic, immunities, outsider traits, resistances, spell resistance 25, teleport, tongues
Saves: Fortitude +9, Reflex +10, Will +7Abilities: Str 17, Int 21, Wis 14, Dex 21, Con 18, Cha 22
Skills: Concentration +10, Craft: Alchemy +14, Hide +14, Knowledge: Arcana +14, Listen +11, Move Silently +14, Search +14, Spellcraft +15, Spot +11
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 10Treasure: No coins, standard goods, double items
Alignment: Always good (usually lawful)Advancement: 7 - 9 Hit Dice (Medium); 10 - 12 Hit Dice (Large)
Combat
Valiance angels have a wide variety of powers at their command. First and foremost, they are powerful spellcasters. They prove difficult to affect with magic of any kind and almost never use weapons. Valiance angels hate physical combat - they prefer to settle their differences with magic. If they must, they use their slam attack as a last resort. They always target spellcasting foes first, as they respect them much more highly than others.
Home Three Worlds Monsters
General Rules: Monsters - Celestial, Sliver
Celestial, Sliver (from Dragon Magazine #353)
Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 3d8+3 (16 hit points)
Initiative: +4
Speed: 30 feet, fly 60 feet (good)
Armor Class: 17 (+4 Dexterity, +3 deflection); touch 17, flat-footed 13
BAB/Grapple: +3/+4
Special Attacks: Smite evil, star magic, starfire hand
Abilities: Str 13, Int 10, Wis 12, Dex 18, Con 13, Cha 15
Advancement: 4 - 9 Hit Dice (Medium)
These beautiful beings have the shapely form of human women composed of starlight and flame, the illumination of which shines visible in their eyes, hair, and the tips of their fingers. They always appear as beautiful women with long, flowing blue hair and pearly-white skin. They can also grow feathered wings as whim and needs dictate - they must have wings to fly.
Slivers are shining female servitors said to be created from equal parts fire and starlight, who serve Brid. Their celestial mistress often sends these creatures to aid mortals or to show her favor or presence. Although quick to anger and easily offended, slivers try to be friendly and accommodating. Anything pertaining to Brid, her realm, the stars, or the slivers themselves might enrage these celestials if phrased as anything but compliments. When angered, slivers might attack for a round or two or they might just leave. If treated well, slivers sometimes provide guidance and assistance.
Slivers speak celestial and one common language of the three Worlds - usually Aralaic, Rhadynnic, or Sorglish.
Combat
Slivers enter fights with their spells and spell-like abilities, but when need dictates, they do not hesitate to strike with their starfire hands. A sliver's natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for the purpose of overcoming damage reduction.
Pure Sight (Ex): A sliver can see as if constantly affected by true seeing.
Spells: Slivers cast spells as a 3rd level cleric with access to the Beauty and Joy domains. If a sliver takes levels as a cleric of Brid, those levels stack with this natural spellcasting ability to determine their clerical casting abilities. They typically prepare the following spells. The save DCs are 11 + spell level and are Wisdom-based:
Spell-Like Abilities: At will - dancing lights, daylight, færie fire, moonbeam, tongues (personal only). Three times per day - augury, bless, burning hands, detect evil, produce flame. Once per day - prayer. Caster level 5th. The save DC's are 12 + spell level and are Charisma-based.
Smite Evil (Su): three times per day, a sliver can make a normal melee attack that deals +3 points of damage against an evil foe.
Star Magic (Ex): A sliver casts spells and spell-like abilities at +3 caster level when standing in visible starlight. This benefit does not apply during the day or when the sliver is underground.
Starfire Hand (Su): Winking motes of light that resemble a cluster of twinkling stars surround a sliver's hands, with which she deals 1d8+3 points of damage to living creatures and 2d8+3 points of damage to undead. In addition, a successful strike with a starfire hand temporarily scrambles magic. On the target's next turn after a hit from a starfire hand, the creature must make a Concentration check to use any spell or spell-like ability. The DC equals 10 + the damage dealt + the spell level.
Starglow (Su): This constantly glowing aura grants a +3 deflection bonus to Armor Class made by evil creatures and a +3 resistance bonus on saving throws made against evil spells and effects, in a 10-foot-radius spread. It also functions as a magic circle against evil effect for the sliver as if cast by a 5th level caster. The aura can be dispelled, but the sliver can create is again, as a free action, at will. The defensive benefits from the magic circle effect are not included in the stat block.
Starshield (Ex): The sliver's innate magic of the starlight grants her a +3 bonus on saving throws against all enchantment, illusion, and necromancy spells and effects with the darkness descriptor.
Outsider Traits: A sliver has darkvision with a range of 60 feet. It cannot be raised or resurrected.
Home Three Worlds Monsters
Medium Outsider (Chaotic, Extraplanar, Good)
Initiative: +4
Speed: 30 feet, fly 60 feet (good)
Armor Class: 17 (+4 Dexterity, +3 deflection); touch 17, flat-footed 13
BAB/Grapple: +3/+4
Attack: Starfire hand +4 melee touch (1d8+3, positive energy, 20 x2)
Full Attack: 2 starfire hands +4 melee touch (1d8+3, positive energy, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Smite evil, star magic, starfire hand
Special Qualities: Damage reduction 5/evil, immunity to acid, disease, electricity, fire, light, petrification, and poison, outsider traits, low-light vision, pure sight, resistance to cold 10, resistance to sonic 10, spell resistance 15, spells, spell-like abilities, starglow, starshield
Saves: Fortitude +7, Reflex +12, Will +12Abilities: Str 13, Int 10, Wis 12, Dex 18, Con 13, Cha 15
Skills: Concentration +7, Diplomacy +10, Knowledge: Religion +6, Knowledge: the Planes +6, Listen +9, Sense Motive +7, Spellcraft +6, Spot +9, Survival +1 (+3 on other planes)
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 5Treasure: Standard (usually silk clothing, diamond and silver jewelry, and aesthetically pleasing magic items)
Alignment: Always chaotic goodAdvancement: 4 - 9 Hit Dice (Medium)
Combat
Slivers enter fights with their spells and spell-like abilities, but when need dictates, they do not hesitate to strike with their starfire hands. A sliver's natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for the purpose of overcoming damage reduction.
- 2nd Level: Elation (domain spell), spiritual weapon.
- 1st Level: Charm person (domain spell), command, cure light wounds x2.
- 0th Level: Create water, detect magic x2, guidance.
Home Three Worlds Monsters
Sunday, January 2, 2011
Campaign Design - Spells: Cry of Bilskinir
Cry of Bilskinir (adapted from the Book of Exalted Deeds; originally Cry of Ysgard)
Conjuration (Calling)[Good]Components: V, Sacrifice
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Calls 2d4 bariaur defenders of Bilskinir
Duration: Instantaneous; see text
Saving Throw: NoneSpell Resistance: No
Home Three Worlds Spell List
Campaign Design - Spells: Crown of Glory
Crown of Glory (from the Book of Exalted Deeds)
Evocation [Good]Components: V, S, M/DF
Casting Time: 1 full round
Range: 10 feet per caster level
Target, Effect, or Area: 10-foot per caster level radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: Will negatesSpell Resistance: Yes
Home Three Worlds Spell List
Campaign Design - Spells: Crown of Flame
Crown of Flame (from the Book of Exalted Deeds)
Evocation [Good]Components: V, Archon
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: 10-foot-radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: NoneSpell Resistance: Yes
Home Three Worlds Spell List
Campaign Design - Spells: Crown of Brilliance
Crown of Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]Components: V, S, M, Archon
Casting Time: 1 full round
Range: 20 feet
Target, Effect, or Area: 20-foot-radius emanation, centered on you
Duration: 1 round per caster level
Saving Throw: Fortitude partialSpell Resistance: Yes
Home Three Worlds Spell List
Campaign Design - Spells: Constricting Chains
Constricting Chains (adapted from the Book of Exalted Deeds)
Evocation [Good]Components: V, S, F, Sacrifice
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: 1 round per caster level
Saving Throw: NoneSpell Resistance: No
Home Three Worlds Spell List
Campaign Design - Spells: Channel Greater Celestial
Channel Greater Celestial (adapted from the Book of Exalted Deeds)
Transmutation [Good]Components: V, DF, Abstinence, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: You and one willing celestial
Duration: 10 minutes per caster level (D)
Saving Throw: NoneSpell Resistance: No
Home Three Worlds Spell List
Campaign Design - Spells: Channel Celestial
Channel Celestial (adapted from the Book of Exalted Deeds)
Transmutation [Good]Components: V, DF, Abstinence, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: You and one willing celestial
Duration: 10 minutes per caster level (D)
Saving Throw: NoneSpell Resistance: No
Home Three Worlds Spell List
Campaign Design - Spells: Brid's Laugh
Brid's Laugh (adapted from the Book of Exalted Deeds; originally Chaav's Laugh)
Enchantment (Compulsion)[Good, Mind-Affecting]
Level: Cleric/Favored Soul 5, Joy 5
Components: V
Casting Time: 1 standard action
Range: 40 feet
Target, Effect, or Area: 40-foot-radius spread centered on you
Spell Resistance: Yes
You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell: A +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level (maximum 1d8 + 20).
Evil creatures within the spell's area that fail a Will save suffer a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.
Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Brid's laugh.
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Enchantment (Compulsion)[Good, Mind-Affecting]
Components: V
Casting Time: 1 standard action
Range: 40 feet
Target, Effect, or Area: 40-foot-radius spread centered on you
Duration: 1 minute per caster level
Saving Throw: Will negates (see text)Spell Resistance: Yes
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Campaign Design - Spells: Celestial Brilliance
Celestial Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]
Level: Cleric/Favored Soul 4, Glory 4, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Object touched
Spell Resistance: No
The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: Bright light to 60 feet and dim light in another 60 feet.
Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures suffer 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.
Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Celestial brilliance counters and dispels any darkness spell of equal or lower level, such as deeper darkness.
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Evocation [Good, Light]
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Object touched
Duration: 1 day per caster level (D)
Saving Throw: NoneSpell Resistance: No
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Campaign Design - Spells: Celestial Blood
Celestial Blood (from the Book of Exalted Deeds)
Abjuration [Good]
Level: Cleric/Favored Soul 6, Pleasure 6
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Nonevil creature touched
Spell Resistance: Yes (harmless)
You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil.
Material component: A vial of holy water, with which you anoint the subject's head.
Home Three Worlds Spell List
Abjuration [Good]
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Nonevil creature touched
Duration: 1 minute per caster level
Saving Throw: NoneSpell Resistance: Yes (harmless)
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Campaign Design - Spells: Celestial Aspect
Celestial Aspect (from the Book of Exalted Deeds)
Transmutation [Good]
Level: Sanctified 3
Components: V, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature touched
Spell Resistance: yes (harmless)
The target can assume one of several celestial traits, chosen from the selection below. As a free action, the target can choose a different celestial trait but the target cannot change traits more than once during a given round.
Sacrifice: 1d3 points of Strength damage.
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Transmutation [Good]
Components: V, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature touched
Duration: 1 minute per caster level (D)
Saving Throw: Fortitude negates (harmless); see textSpell Resistance: yes (harmless)
- Armblade of the Sword Archon: One of the target's arms reshapes into a blade that functions as a +1 flaming longsword or a +1 holy longsword (caster's choice). The caster may also choose to create a short sword version instead of the normal longsword-sized blade. The target cannot be holding anything in the affected arm and the armblade cannot be disarmed or sundered.
- Eyes of the Firre: Red flames fill the target's eyes. once per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet simply by gazing at it (no attack roll required).
- Horns of the Cervidal: Ramlike horns sprout from the target's head. The target can charge an opponent with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1½ times the target's Strength modifier. Any summoned or called creature struck by the horns is dismissed instantly.
- Wings of the Astra Deva: Angelic wings sprout from the target's back, allowing the target to fly at a speed of 100 feet with good maneuverability.
Sacrifice: 1d3 points of Strength damage.
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Campaign Design - Spells: Call Faithful Servants
Call Faithful Servants (from the Book of Exalted Deeds)
Conjuration (Calling)[Good]
Level: Celestial 6, Cleric/Favored Soul 6, Sorcerer/Wizard 5
Components: V, S, Abstinence, Celestial
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 1d4 lantern archons, coure eladrins, or musteval guardinals
Spell Resistance: No
You call 1d4 lawful good lantern archons, 1d4 chaotic good coure eladrins, or 1d4 neutral good musteval guardinals to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have.
No matter how many times you cast this spell, you can control no more than 2 Hit Dice worth of celestials per caster level. If you exceed this number, all the newly called creatures fall under your control and any excess servants from previous castings return to their home plane.
Abstinence component: The caster must abstain from casting Conjuration spells for 3 days prior to casting this spell.
Home Three Worlds Spell List
Conjuration (Calling)[Good]
Components: V, S, Abstinence, Celestial
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 1d4 lantern archons, coure eladrins, or musteval guardinals
Duration: Instantaneous
Saving Throw: NoneSpell Resistance: No
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Campaign Design - Spells: Brilliant Emanation
Brilliant Emanation (from the Book of Exalted Deeds)
Evocation [Good]Components: Sacrifice
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 100-foot + (10-foot per caster level) radius emanation per caster level
Duration: 1d4 rounds
Saving Throw: Fortitude partialSpell Resistance: Yes
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Campaign Design - Spells: Affliction
Affliction (from the Book of Exalted Deeds)
Necromancy [Good]Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Evil creature touched
Duration: Instantaneous
Saving Throw: Fortitude negatesSpell Resistance: Yes
| Affliction | DC | Damage |
| Depraved Decadence | 18 | 1d4 Strength |
| Eternal Torpor | 14 | 1d6 Dexterity |
| Raging Desire | 15 | 1d3 Constitution |
| Consuming Passion | 17 | 1d4 Intelligence |
| Haunting Conscience | 16 | 1d4 Wisdom |
| Pride in Vain | 20 | 1d6 Charisma |
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Campaign Design - Spells: Bolt of Glory
Bolt of Glory (adapted from the Book of Exalted Deeds)
Evocation [Good]
Level: Exalted Arcanist 6, Glory 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Ray
Spell Resistance: Yes
By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must succeed on a ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature and home plane of existence:
Home Three Worlds Spell List
Evocation [Good]
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Ray
Duration: Instantaneous
Saving Throw: NoneSpell Resistance: Yes
| Creature's Origin | Damage |
| Three Worlds | 5d8 |
| Elemental, Neutral Outsider | 5d6 |
| Positive Energy Plane, Good Outsider | None |
| Evil Outsider, Undead Creature | 10d8 |
| Negative Energy Plane, Shadow Realm | 15d8 |
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