Angel Bearer
The Angel Bearer is a mortal creature capable of containing the spirit of a divine, immortal being, usually an angel. For this reason, the physical body of the the bearer must be as strong as their will, both halves more resilient than the average person. Not only that, but their spirit must be untainted by evil and corruption. If these conditions are met, an Angel Bearer is capable of hosting an Angel within their body, usually under an agreement or oath to abide by the conditions set forth by the divine entity. Angels do not enter into these agreements lightly, and will only commit to such a binding if they see the host is pure in their intentions and will carry out the Angel’s purpose once the ritual is complete. For once the Angel is bound to the body, it becomes subservient to the Host, forever acting as their divine sword in the battle against evil.
The Angel Bearer is a three stage Talent.
Angel Bearer I
The Angel Bearer improves their connection to the divine in leaps and bounds, increasing their instinctual knowledge of the heavens, and gains the ability to cast divine rituals, if they did not already have it. This is due to the Angel that they have been bound to, imparting its wisdom to its host. Most importantly, however, the Angel Bearer can now manifest the spirit within, summoning the Angel into physical form to aid them in combat, gaining command over all of its heavenly power.
Prerequisites
- Rank 7 or higher in any Philosophy
- You must have an Experience Rating of 5 or higher.
- Any Non-Evil Alignment
- Essence of an Angel or similar Celestial creature bound to you.
- Cost: 3 destiny points
Features
The Angelic Spirit has the following statistics, with a level modifier equal to your own.
- Shining Beacon: The Angelic Spirit casts bright light out to 60ft.
- Aura of the Righteous: The Angelic Spirit has an Aura (10ft). Good aligned creatures within the aura gain a +2 Power bonus to Attacks and Defenses. Additionally, creatures with the Evil keyword that have a Will score of [15 + LVLM] or lower are Weakened while within the aura.
- Resistances: Immune to Radiant damage. Immune to Death, Disease, and Poison effects.
- Shift 5ft
- Skirmish 30ft
- Sprint 50ft
- Celestial Blade: [7+LVLM] vs AC, 2d8+2 Holy damage, ArN 2
- Each turn, roll 1d6 to determine the actions available to the Angelic Spirit. For the purposes of its abilities, the Angelic Spirit has a Celestial Rank equal to your [Highest Philosophy Rank - 1].
- Any Result:
- Weapon Attack: Make an attack with the Celestial Blade, [7 + LVLM] vs AC. At Celestial Rank 8, 11, 14, etc. increase the damage by 1d8.
- Holy Bolt: Make an attack on one creature within 100ft, [5 + LVLM] vs Reflex. On a hit, the target suffers 4d6+10 Holy damage. At Celestial Rank 7, 8, 9, etc. increase the damage by 1d6. (Pot [1d4 + Celesital Rank], MR Yes)
- 4 or Higher:
- Blinding Light: Make an attack on one creature within 60ft, [5 + LVLM] vs Fortitude. On a hit, the target is Blinded [SE, ST 4d10 vs CON]. (Pot [1d4 + Celesital Rank], MR Yes)
- Healing Hands: Target one creature touched. The target may burn 1 Stamina to regain hitpoints equal to [4d8 + Healing Value].
- Holy Smite: Target one creature within 100ft, [5 + LVLM] vs Will. On a hit, the target suffers 4d6+25 Holy damage. An evil creature suffers double damage, while a Good creature takes no damage. At Celestial Rank 7, 8, 9, etc increase the damage by 1d6. (Pot [1d4 + Celesital Rank], MR Yes)
- 7 or higher:
- Pillar of Flame: Make an attack on all creatures within a 20ft diameter cylinder (40ft high) within 100ft, [5 + LVLM] vs Reflex. On a hit, the target suffers 4d6+40 Fire and Holy damage. On a miss, the target suffers half damage. At Celestial Rank 7, 8, 9, etc increase the damage by 2d6. (Pot [1d8 + Celesital Rank], MR Yes)
- Dismiss Evil: Make an attack on a creature with the Evil keyword. If the target is a summoned creature, make a Opposed Potency check to unsummon the creature. If the target is an Extraplanar Creature (that was not summoned), make an attack, [5 + LVLM] vs Will. On a hit, the target must succeed a Saving Throw [ST 6d10 vs CHA], or it is Banished. (Pot [1d8 + Celesital Rank], MR Yes)
- Relief: Targets all allies within 50ft. Each target may make a saving throw against one effect that a save can end and may reduce the difficulty of the Saving Throw by 1d10 [STB 1d10] This is a Power bonus. (Pot [1d8 + Celesital Rank], MR Yes)
- 9 or higher:
- Heavenly Word: All non-good creatures within 50ft are Dazed for 1d6 segments. If the targets Physical Rank is 4 or less, it is also Blinded for 1d4 rounds. If the target's Physical Rank is 2 or less, it is also Paralyzed for 1d6 rounds. (Pot [1d12 + Celesital Rank], MR Yes)
- Healing Burst: Targets up the 3 allies within 50ft. Each target may burn 2 Stamina to regain hitpoints equal to [4d8 + (2 x Healing Value)]. (Pot [1d12 + Celesital Rank], MR Yes)
Angel Bearer II
As the bearer and the spirit grow more intertwined, they learns to blend their energies with that of the angel. Every attack they make can now be turned to Holy damage at their whim. Their mind’s also mesh together more fluidly, increasing their ritual casting ability.
Prerequisites
- Rank 8 or higher in any Philosophy
- Cost: 2 destiny points
Features
Angel Bearer III
The energies of the angel fully take up residence in the body of the Angel Bearer. Their divine ritual knowledge reaches the limits of the angel’s power, and their body grows in purity, now resisting the physical effects of evil forces.
Lastly, they gains the miraculous ability to revive the recently deceased by sending the Angel into the body of another. The Angel expends its divine energy to restore the spark of life in the creature, greatly diminishing its own spirit until it can recover.
Prerequisites
- Rank 9 or higher in any Philosophy
- Cost: 2 destiny points