Heaven's Guard

Heaven's Guard
Level 22 (+8)
"Stand before me and be judged, mortal, or do not. Judgement comes for all at the hands of the Heaven’s Guard, regardless of their wishes."
——Cendariel, High Proselytizer of the Heaven’s Guard
Appearing as a red skinned angel with burning hot, featureless yellow eyes, the Heaven’s Guard is possessed of an arsenal of holy powers that radiate from its muscular body. They create protective shields that ward against the elements, heal allies, and channel incredible holy power into their attacks and voices to destroy or banish evil creatures. The Heaven's Guard serve as the enforcers to the higher planes, and theologists have drawn parallels between both the angel’s demeanor and powers to that of the Paladins of the material plane.
Awareness
28
Senses
Darkvision
Proximity
30ft
Aura of Holiness [Fear]
Evil Creatures within one or more Heaven's Guard auras are subject to an attack, +18 vs Will. On a hit, the target suffers 1 Morale Damage and is subject to Dread [SE, ST 5d10 vs CHA]. (Advanced, Pot 1d8+8, MR Yes)
Initiative
30/1d8
Hitpoints: 260
Healing Value: 52
Resilience: +6
Morale
7
AC
31/43
Touch
25
Fort
24
Reflex
27
Will
25
Defenses
Resistances: Weapons (50%, overcome by Cursed or Evil), Caustic (Imm), Cold (Imm), Fire (DR 20), Lightning (DR 20). Immune to Petrification. MR (1d8+8).
Vulnerabilities: None
Defensive Actions
Faithful Shield
Immediate Action
When activated the Angel chooses to invoke a Cold shield or a Holy shield, which deals damage to attacks and protects against opposing damage types. While the shield is active, whenever a creature makes a Melee attack on the Angel, it suffers 1d6+8 damage. Additionally, the shield grants Damage Resistance to one energy type based on the type of shield chosen (see below). This shield remains active for up to 1 phase, or until this ability is used again to change shield types.
  • Cold Shield: Deals Cold damage and provides Resistance to Fire damage.
  • Holy Shield: Deals Holy damage and provides Resistance to Vile damage. (Advanced)
Great Intercession
Interruptive Action
When a creature within 30ft is targeted with a Weapon Attack, the Angel may immediately fly to a location adjacent to the creature and become the target of the attack instead. If the attack hits, the Angel reduces the damage by half. (Legendary)
Attributes / Saving Throws (1 AP)
STR
28 / 33
DEX
24 / 29
CON
22 / 27
INT
17 / 21
WIS
25 / 29
CHA
27 / 31
REC 6
Actions (+3 AP)
Standard Attacks (2 AP)
+22 vs AC
Holy Longsword (Mithral, Blessed)
4d8+10 Holy damage. damage
Melee Reach 5ft
Special: If the target is Evil, it is Smited for 15 additional damage.
3d6+9 Bludgeoning damage
Grapple +22
Special Attacks (3 AP)
Heaven's Vengence
Make a Holy Longsword attack. On a hit, deal +3d8 damage and the target is Dazed for 1d4 segments. If the target is Evil, it suffers double damage is and is Dazed for 2d4 segments (instead of 1d4). (Advanced)
Snatch [Grapple]
The Angel moves up to its Fly speed, attempting to Grab any one creature in its path. Make an attack on one medium sized or smaller creature adjacent to the Angel at any point during its movement, +18 vs Touch. On a hit, make an Opposed Grapple check (+22 vs Grapple). On a successful check, the creature is Grabbed by the Angel and it continues its movement. At any point, the Angel may choose to drop the target (unless it has Grabbed the Angel back), and the target will suffer Falling damage based on the height of the fall). The Angel does not grant an opportunity to the target from its movement or from the Grapple attempt. (Advanced)
Dispel Evil [Good, Grapple]
Targets one Effect or Creature with the Evil keyword within 30ft. If the target is an Effect, make an opposed Potency check vs the target effect. On a success, the effect is dispelled. If the target is a Creature, make an attack +17 vs Will. On a hit, the target suffers 6d6+50 Holy damage. (Advanced)
Lay on Hands
Targets one creature Touched. The target regains hitpoints equal to its Healing Value. Additionally, the DC of one injury is reduced by 2 (allowing an immediate Resilience check against the injury). Any Save Ends effects of the injury are automatically removed. (Basic)
Holy Chorus [Group, Limit 1/combat]
Targets all non-good creatures within 40ft of at least one Heaven's Guard. Creatures are automatically affected according to their Mental Rank, based on the chart below. Additionally, Extraplanar creatures are subject to an attack, +18 vs Will. On a hit, they are Banished to their home plane.
Target's Mental RankEffect
6 or moreThe target is Dazed for 1d6 segments.
5The target is Dazed for 2d6 segments.
4As rank 5, plus the target is Blinded [SE, ST 5d10 vs CHA]. After the target saves, it is Blinded for 10 segments.
3As rank 5, plus the target is Blinded [SE, ST 6d10 vs CHA]. After the target saves, it is Blinded for 10 segments.
2As rank 3, plus the target is Paralyzed [SE, ST 6d10 vs CHA]. After the target saves, it is Paralyzed for 10 segments. The target must make separate Saving Throws against the Paralyzed and Blinded effects.
1 or lessAs rank 2, plus if the target is a living creature it is killed, otherwise it is destroyed.
(Ultimate)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Fly
60 ft
Overland Movement
30 mi/day
Qualities
Skills: Rank 4 Balance [+9], Rank 2 Climb [+6], Rank 2 Jump [+6], Rank 3 Riding [+8], Rank 5 Stealth [+10], Rank 1 Swim [+4], Rank 4 Tumble [+10], Rank 6 Listen [+18], Rank 6 Spot [+18], Rank 3 First Aid [+12], Rank 2 Orienteering [+10], Rank 5 Investigate [+10], Rank 6 Religious Arts [+20], Rank 5 Charm [+16], Rank 7 Coercion [+21], Rank 3 Deception [+12], Rank 3 Manipulation [+12], Rank 6 Persuasion [+18], Rank 5 Aloofness [+16], Rank 8 Bravery [+23], Rank 6 Intuition [+18], Rank 3 Tolerance [+14], Rank 4 Suspicion [+14]
Feats: Improved Speed [3], Fast Initiative, Great Morale, Improved Attack [2]
Philosophies: Rank 4 Mental, Rank 5 Physical, Rank 8 Celestial
Combat Training: Cast 4, Melee 4, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Heaven's Plate, Heavy Shield, Mithral Longsword
Charm
+16
Coercion
+21
Deception
+12
Manipulation
+12
Persuasion
+18
Aloofness
+16
Bravery
+23
Intuition
+18
Tolerance
+14
Suspicion
+14
Social
Composure: 40
Languages: Common, Celestial
Motives: Protect
Prejudices: