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.Cherubim
and Dominion Feats
An
Anger of Angels Preview
These sections offer two previews from the new Anger
of Angels sourcebook by Sean K Reynolds. First
is the cherubim, one of 11 angelic races featured
in the book. Secondly, check out the new concept of
dominion feats, including three samples.
Cherubim
The Guardians
Cherubim
are Heaven's sentinels, sharp-minded and vigilant.
They are known for their ability to notice things
that do not belong, and their many duties include
watching over heaven's pathways and destroying demons
whose efforts would overthrow the natural order in
the world. Cherubim are symbols of nobility and strength,
just like the lions they resemble.
The
singular form of cherubim is cherub. An informal plural,
"cherubs," is in common use.
Personality:
Cherubim are patient, observant, and protective. They
think nothing of standing in one place for eight hours,
unmoving, making sure that what they guard remains
undisturbed. When not working, they enjoy polite conversation,
studying old lore, and long runs in the open air.
Cherubim are wary of strangers except angels known
to serve the same cause as they do, and they despise
oathbreakers and those who shirk their accepted duties.
It is said that the first cherubim arose from the
tears the archangel Michael shed over the sins of
the faithful, and the cherubim do not dispute this
origin. Cherubim in humanoid shape prefer tall, noble
forms with an aura of strength and quiet menace. They're
often mistaken for monks or paladins, depending upon
their garb.
Physical
Description: Cherubim are leonine creatures with
humanlike faces (some more so than others) and small
wings. Their front paws function as well as human
hands. Their manes may be long, short, or absent,
and any color, including some that do not appear in
nature (such as fiery red, starlight blue, or moonlight
white). Some cherubim are lean, dark, and pantherlike,
and a few very old ones resemble bulls rather than
lions. When readied for battle, cherubim sometimes
wear armor, but most don at most a shoulder harness
to hold a few key items. They are not averse to using
necklaces, bracers, or similar items that suit their
form and complement their coloration. Cherubim, like
most angels, are immortal, not dying except through
violence. When slain, a cherub's body runs like molten
gold, eventually leaving behind only a single braid
of golden hair.
Cherubim
are sometimes depicted as plump, winged children,
but they insist that such images are either a mistake
on the part of the artist or the result of a deliberate
deception by fiends intent on embarrassing them.
Relations:
Cherubim prefer to listen rather than talk, and are
patient enough to sit through the most rambling story.
These traits endear them to dwarves, who would rather
work in silence than chat, and gnomes, who tell long
yarns. Cherubim's dedication to duty gains them the
respect of elves, though their staid nature is contrary
to the more free-willed elven or halfling personality.
When disguised in mortal society, cherubim are guardians,
stewards, or officers of the law.
Alignment:
Cherubim are always good. Because their sense
of loyalty and duty runs strong, most are lawful,
but some can get creative in interpreting their orders.
As even the most chaotic benign deities have things
or people that need protection, a few chaotic cherubim
do roam the planes.
Religion:
Cherubim serve whatever deity or archangel created
them, although the happiest are those who serve powers
of protection, vigilance, and guardianship. They rarely
change whom they serve, although sometimes they are
lent to their patron's allied or subservient deities.
Few free cherubim exist, as they are more comfortable
within a known hierarchy.
Language:
Cherubim speak Celestial. Like most angels, they
can communicate as if using a tongues spell. From
frequent encounters with fiends of different kinds
(usually fiendish attempts to enter a site the cherubim
guard), they also know a few key words in Abyssal
and Infernal, mostly threats and suggestions as to
where an unwanted visitor should put foreign objects.
Names:
Cherubim are most often named for protection, guardianship,
wisdom, and great cats in their creator's favored
language, followed by a suffix indicating "of
god." Examples are Barachel ("that bows
before God"), Belshazzar ("master of the
treasure"), Chephirah ("little lioness"),
Engannim ("protection"), Er ("watchman"),
Ishmerai ("keeper"), Laish ("lion"),
Nimrah ("leopard"), Samaria ("watcher
on the mountain"), Sharezer ("overseer of
the treasury"), and Shemer ("guardian").
Adventurers:
Cherub adventurers prefer duties relating to guardianship,
such as protecting a village, caravan, or important
person. They accept hunting down threats to their
charges as part of their protective duties. They gain
status among their peers by great feats performed
while on duty, such as single-handedly holding off
a force of demons while a ceremony of consecration
is being performed or spending an extremely long time
at a particular post.
Cherub
Racial Traits
-
+2 Strength, +2 Constitution, +2 Intelligence: Cherubim
are strong, tough, and intelligent.
- Medium
Size: As Medium creatures, cherubim have no
special bonuses or penalties due to their size.
- Cherubim
base land speed is 40 feet and base fly speed is
40 feet (average).
- 4
Outsider Hit Dice (d8): Cherubim are 4 HD creatures.
Elite cherubim (including all adventurers) gain
maximum hit points on their first Hit Die, rolling
all other Hit Dice normally (including Hit Dice
from class levels). A cherub's base Hit Dice give
him a +4 base attack bonus, two feats, skill points,
and a base +4 bonus for all three saving throw categories.
Most cherubim choose Iron Will and Weapon Focus
(claw) as their feats.
- Extraplanar
Subtype: Cherubim are native to Heaven and outer
planes of good.
- Good
Subtype: Cherubim are creatures of innate good,
even if they serve nongood deities or are themselves
not of good alignment. A cherub's natural weapons,
as well as any weapons he wields, are treated as
good-aligned for the purpose of overcoming damage
reduction.
- Outsider
Skill Points: Because of their outsider Hit
Dice, cherubim start with 7 x (8 + Intelligence
modifier) skill points. They may purchase ranks
in Balance, Concentration, Hide, Intimidate, Knowledge
(religion), Jump, Listen, Move Silently, Search,
Sense Motive, and Spot as class skills. All other
skills are cross-class.
- +4
racial bonus to Listen, Move Silently, Search, and
Spot checks: Cherubim have keen senses and the focus
of a hunting animal.
-
Natural Armor +5: As angelic guardian lions,
cherubim have tough flesh.
- Damage
Reduction 5/Magic: As beings of pure spirit
made flesh, cherubim are difficult to harm with
mundane weapons.
- Resistances
(Ex): Acid, cold, and sonic resistance 5.
-
Claws: A cherubim has two claw attacks that
are natural weapons. Each claw attack deals 1d4
points of slashing damage.
- Improved
Grab (Ex): To
use this ability, a cherub must hit a Medium or
smaller opponent with a claw attack. The cherub
can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If the
cherub wins the grapple check, he establishes a
hold and can rake. Thereafter, he has the option
to conduct the grapple normally, or to simply use
his claw to hold the opponent (-20 penalty to the
grapple check, but the cherub is not considered
grappled). In either case, each successful grapple
check he makes during successive rounds automatically
deals claw damage and allows another rake attempt.
- Rake
(Ex): A cherub that establishes a hold can make
two rake attacks (+6 melee) with his hind legs for
1d4 points of slashing damage plus Strength bonus.
- Roar
(Su): Once per day a cherub can loose a terrifying
roar in a 30-foot-long cone. All creatures except
angels within the cone must succeed at a Will save
(DC 12 + Cha modifier) or be shaken for 1d6 rounds.
- Spell-Like
Abilities:
At willcomprehend languages, detect evil,
detect undead, light, magic fang (self only),
read magic. 1/daysee invisibility,
shield other. Caster level 4th; save DC 10 +
cherub's Charisma modifier + spell level.
-
Heavenborn Traits: Speak with any creature
that has a language as though using a tongues
spell cast by a 14th-level sorcerer (always active),
immunity to electricity and petrification, +4 racial
bonus to Fortitude saves against poison, low-light
vision, darkvision 60 feet.
- Automatic
Language: Celestial
-
Favored Class: Cherub. A multiclassed cherub's
favored class does not count when determining whether
he takes an experience point penalty for multiclassing.
- Level
Adjustment: 7
Dominion
Feats
Dominion feats represent a powerful concept in the
universe, or one of particular relevance to a deity,
such as fire, repentance, rage, knowledge, and so
on. An angel with such a feat is considered an expert
on that concept or particularly devoted to serving
it. Such angels are called dominion angels.
Angels
with a dominion feat use the name of that feat as
part of their own name and title. For example, upon
earning the Angel of Hope feat, the angel Phanuel
is thereafter known as "Phanuel, Angel of Hope."
Though the title itself is mostly an honorific, it
does carry stature among angels. Angels concerned
with something relevant to a particular concept are
known to seek out an angel with that dominion for
advice, mortals sometimes pray to a dominion angel
for help, and so on. Angels with the same dominion
recognize a certain kinship with each other that crosses
bound or free status and even different patron deities.
Angels
may have more than one dominion feat. Michael, for
example, is an Angel of Sanctification and War, while
Raphael is an Angel of Healing and Light.
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Temporary
Negative Levels
Some
items and powers have side effects on their
bearer or user. A temporary negative level is
a negative level that never causes actual level
loss and cannot be overcome in any way (including
through the use of restoration spells) until
conditions defined by the item or power that
bestowed the temporary negative level are fulfilled.
For instance, a certain amount of time might
have to pass, or the bearer of the item that
bestowed the level might need to discard it.
In all other ways, a temporary negative level
works just like any other negative level, and
its effects stack with actual negative levels.
Unless otherwise stated, a temporary negative
level lasts 24 hours.
For
example, a holy weapon bestows one temporary
negative level to any evil bearer that remains
as long as the evil creature carries it. Similarly,
extra uses of the fiery burst power of a kalkydrite
(see Chapter Two: Angels) bestow one temporary
negative level upon kalkydrim who invoke it.
The temporary negative level goes away after
24 hours.
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All
dominion feats give an angel a special ability (usually
a spell-like ability) with a limited number of uses
per day. The caster level of the ability is equal
to the angel's total Hit Dice. The angel can exceed
this limit if she accepts a temporary negative level
(see the "Temporary Negative Levels" sidebar)
for each additional use. (Some particularly powerful
dominion feats allow extra uses of their powers if
the angel with the feat accepts two or more negative
levels.) The special abilities that allow extra uses
and the cost for each use are listed in the Extra
Use line of the feat description.
This
negative level cost comes from an angel's association
with the concept of her dominion feat. The angel is
promoting her dominion at the expense of herself.
No magic or other effects can prevent the angel from
gaining a temporary negative level when she decides
to accept one. The temporary negative level affects
the angel even if she is somehow made immune to negative
levels.
Here
are three sample dominion feats.
Angel
of Confusion [Dominion]
You intervene in mortal lives, sowing confusion
to thwart those who mean well but are misguided without
actually harming them.
Prerequisites:
Angel, 8 HD
Benefit:
You get a +4 sacred bonus to saving throws against
compulsion effects. Once per day, you can use a benign
form of confusion as a spell-like ability. The ability
is equivalent to the spell of the same name except
that all "attack nearest creature" or "attack
caster with melee or ranged weapons" results
are treated as "flee away from caster at top
speed."
Mehuman
("true" or "faithful"), Angel
of Confusion, was present at the fall of the Tower
of Babel.
Extra
Use: Benign confusion, one temporary negative
level.
Angel
of Inevitable Consequences [Dominion]
You are an agent of fate. You ensure that the certain
mortal actions occur regardless of other circumstances.
Prerequisites:
Angel, nonchaotic alignment, 6 HD
Benefit:
You gain a +1 insight bonus to saving throws.
Once per day, you can invoke your power of inevitable
consequences, giving a creature a -10 penalty to one
attack, check, or saving throw. Activating this supernatural
ability is not an action. (You can use it when it
is not your turn.)
Extra
Use: Inevitable consequences, one temporary negative
level.
Angel
of the Balances [Dominion]
You are a balancing force against both chaos
and law, dispensing justice and mercy equally.
Prerequisites:
Angel, nonchaotic and nonlawful alignment, 6 HD
Benefit:
For effects that affect creatures differently depending
upon their ethical alignment (chaos, neutrality, law),
you are treated as the alignment most advantageous
to you. For example, order's wrath damages neutral
or chaotic creatures but does not harm lawful creatures,
so the spell affects you as if you were lawful and
does not harm you. Conversely, chaos hammer harms
neutral or lawful creatures but not chaotic ones,
so the spell treats you as if you were chaotic and
does not harm you. This ability works even if you
are struck by two (or more) opposing effects in the
same round.
Once
per day, you can smite chaos or smite law in the manner
of a paladin using smite evil-add your Charisma bonus
to the attack roll and your total Hit Dice to the
damage. You choose one of the two smites at the time
of this ability's use, and it has no effect if you
use it against the wrong type of creature. For instance,
if you use smite chaos on a lawful creature, it does
not suffer damage as if you had used smite law.
Zehanpuryu'h
("this one sets free"), Angel of the Balances,
is a great angelic prince, the advocate general of
heaven. He is known as the weigher of inerrable balances.
Extra
Use: Smite chaos or smite law, one temporary negative
level.
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and Dominion Feats," ©2003 Sean K Reynolds.
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