It's rather more than just Maggie, to be fair. Not that that makes it better, of course.

Obviously it is sad when people not in our loot pile get hurt, but you know, only as a matter of principle.

You attack the hoard, however, you are in for a bad time.

Even if the person-shaped loot objects don't realize their placement in that exalted hierarchy, yet. :V
 
Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 13HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Initiative, Improved Critical (Greatsword), Power Attack, Travel Devotion, Law Devotion, Protection Devotion, Divine Might, Leap Attack, Improved Bull Rush, Shock Trooper,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +12
Aura: Aura of Menace (DC 20)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement,

Deliver Judgement (Ex)

An Archon Lord is constantly under the effect of Discern Lies (DC 26).

In addition, when the Lord Archon and its target are within its domain no means of bypassing discern lies function against it (Except passing the will save). If a creature has the ability to lie under or through an effect such as circle of truth, or discern lies it knows that effect has failed it.

Lastly, when a creature speaks falsely within range of the Archons ability to discern lies the Archon may use its mark of justice SLA on that creature as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord
Second Skin (Ex)

A Lord Archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most Lord archons wear full plate armor.

DEFENSE
hp: 106 (13d10+32), Divine power (117/117)
AC: 29, touch 12, flat-footed 27 ( armor +10, magic vestements +3, Dex +2, natural +4 ; +2 deflection vs. evil)
Speed 40(+10) ft., fly 90 ft. (average)
Initiative: +5
Attack: Melee +1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)


Special:
Spell Save: 10 + 6 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 23
DR: 10/evil

STATS:
22 (+6) Strength
18 +2 =20 (+2) Dexterity
20 +2 =22 (+6) Constitution
14 (+2) Intelligence
20 +2 =22 (+6) Wisdom
19 +1 = 20 (+5) Charisma

SAVES
Fort
+14, Ref +10, Will +14; +4 vs. poison, +2 vs. evil

SKILLS 160/160
Skills: Diplomacy +27, Intimidate +23, Knowledge (the planes) +18, Knowledge (Religion) +13, Knowledge (Local) +18, Listen +22, Sense Motive +22, Spell craft +18, Spot +22, Bluff +7, Knowledge (Nobility) +18,

Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 26),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy smite
3/dayWall of force, Resilient Sphere, Mark of Justice
1/DayHeal (self only)

Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
At Will- Bronze Lancet Charge,
3/day- Warning Roar, Rising Zenith Strike,
1/day- Unlimited Aggression (DC 23),

Cleric Spells: Caster level 13 (10 levels of spells) [Prepared]
0th: (6) Cure Minor Wounds, Detect Poison, x3 Detect Magic, Mending,
1st: (4+1) Divine Favor x2,Sign, Sanctuary, Obscuring mist, Long Strider,
2nd: (4+1) Silence, Close Wounds, Ironskin, Divine insight, Locate Object,
3rd: (3+1) Dispel Magic, Alter Fortune x2, Magic Vestements,
4th: (2+1) panacea, Sound Lance, Divine Power(), True Seeing, Forceful Strike,
5th: (1+1) Revivify, Flame Strike, Command Greater,

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)

Alright, here ya'll go. What works, what doesnt work. What too strong? Too weak? Etc, etc, etc...
 
Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 13HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Initiative, Improved Critical (Greatsword), Power Attack, Travel Devotion, Law Devotion, Protection Devotion, Divine Might, Leap Attack, Improved Bull Rush, Shock Trooper,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +12
Aura: Aura of Menace (DC 20)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement,

Deliver Judgement (Ex)

An Archon Lord is constantly under the effect of Discern Lies (DC 26).

In addition, when the Lord Archon and its target are within its domain no means of bypassing discern lies function against it (Except passing the will save). If a creature has the ability to lie under or through an effect such as circle of truth, or discern lies it knows that effect has failed it.

Lastly, when a creature speaks falsely within range of the Archons ability to discern lies the Archon may use its mark of justice SLA on that creature as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord
Second Skin (Ex)

A Lord Archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most Lord archons wear full plate armor.

DEFENSE
hp: 106 (13d10+32), Divine power (117/117)
AC: 29, touch 12, flat-footed 27 ( armor +10, magic vestements +3, Dex +2, natural +4 ; +2 deflection vs. evil)
Speed 40(+10) ft., fly 90 ft. (average)
Initiative: +5
Attack: Melee +1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)


Special:
Spell Save: 10 + 6 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 23
DR: 10/evil

STATS:
22 (+6) Strength
18 +2 =20 (+2) Dexterity
20 +2 =22 (+6) Constitution
14 (+2) Intelligence
20 +2 =22 (+6) Wisdom
19 +1 = 20 (+5) Charisma

SAVES
Fort
+14, Ref +10, Will +14; +4 vs. poison, +2 vs. evil

SKILLS 160/160
Skills: Diplomacy +27, Intimidate +23, Knowledge (the planes) +18, Knowledge (Religion) +13, Knowledge (Local) +18, Listen +22, Sense Motive +22, Spell craft +18, Spot +22, Bluff +7, Knowledge (Nobility) +18,

Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 26),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy smite
3/dayWall of force, Resilient Sphere, Mark of Justice
1/DayHeal (self only)

Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
At Will- Bronze Lancet Charge,
3/day- Warning Roar, Rising Zenith Strike,
1/day- Unlimited Aggression (DC 23),

Cleric Spells: Caster level 13 (10 levels of spells) [Prepared]
0th: (6) Cure Minor Wounds, Detect Poison, x3 Detect Magic, Mending,
1st: (4+1) Divine Favor x2,Sign, Sanctuary, Obscuring mist, Long Strider,
2nd: (4+1) Silence, Close Wounds, Ironskin, Divine insight, Locate Object,
3rd: (3+1) Dispel Magic, Alter Fortune x2, Magic Vestements,
4th: (2+1) panacea, Sound Lance, Divine Power(), True Seeing, Forceful Strike,
5th: (1+1) Revivify, Flame Strike, Command Greater,

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Alright, here ya'll go. What works, what doesnt work. What too strong? Too weak? Etc, etc, etc...
...couldn't you have made, I dunno, a new template, instead of placing it over the existing one, so I'd have an idea of what changes to stats are because of items, and what are because of a new template?!

Blargh!

Otherwise, looks fine, although didn't DP allow for 14 HD?

Edited: am sleepy, RCF
 
Last edited:
Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 13HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Initiative, Improved Critical (Greatsword), Power Attack, Travel Devotion, Law Devotion, Protection Devotion, Divine Might, Leap Attack, Improved Bull Rush, Shock Trooper,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +12
Aura: Aura of Menace (DC 20)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement,

Deliver Judgement (Ex)

An Archon Lord is constantly under the effect of Discern Lies (DC 26).

In addition, when the Lord Archon and its target are within its domain no means of bypassing discern lies function against it (Except passing the will save). If a creature has the ability to lie under or through an effect such as circle of truth, or discern lies it knows that effect has failed it.

Lastly, when a creature speaks falsely within range of the Archons ability to discern lies the Archon may use its mark of justice SLA on that creature as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord
Second Skin (Ex)

A Lord Archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most Lord archons wear full plate armor.

DEFENSE
hp: 106 (13d10+32), Divine power (117/117)
AC: 29, touch 12, flat-footed 27 ( armor +10, magic vestements +3, Dex +2, natural +4 ; +2 deflection vs. evil)
Speed 40(+10) ft., fly 90 ft. (average)
Initiative: +5
Attack: Melee +1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)


Special:
Spell Save: 10 + 6 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 23
DR: 10/evil

STATS:
22 (+6) Strength
18 +2 =20 (+2) Dexterity
20 +2 =22 (+6) Constitution
14 (+2) Intelligence
20 +2 =22 (+6) Wisdom
19 +1 = 20 (+5) Charisma

SAVES
Fort
+14, Ref +10, Will +14; +4 vs. poison, +2 vs. evil

SKILLS 160/160
Skills: Diplomacy +27, Intimidate +23, Knowledge (the planes) +18, Knowledge (Religion) +13, Knowledge (Local) +18, Listen +22, Sense Motive +22, Spell craft +18, Spot +22, Bluff +7, Knowledge (Nobility) +18,

Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 26),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy smite
3/dayWall of force, Resilient Sphere, Mark of Justice
1/DayHeal (self only)

Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
At Will- Bronze Lancet Charge,
3/day- Warning Roar, Rising Zenith Strike,
1/day- Unlimited Aggression (DC 23),

Cleric Spells: Caster level 13 (10 levels of spells) [Prepared]
0th: (6) Cure Minor Wounds, Detect Poison, x3 Detect Magic, Mending,
1st: (4+1) Divine Favor x2,Sign, Sanctuary, Obscuring mist, Long Strider,
2nd: (4+1) Silence, Close Wounds, Ironskin, Divine insight, Locate Object,
3rd: (3+1) Dispel Magic, Alter Fortune x2, Magic Vestements,
4th: (2+1) panacea, Sound Lance, Divine Power(), True Seeing, Forceful Strike,
5th: (1+1) Revivify, Flame Strike, Command Greater,

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Alright, here ya'll go. What works, what doesnt work. What too strong? Too weak? Etc, etc, etc...
When Yrael gets a full upgrade his cleric level for spells known shouldn't be exactly the same as when he was a Legion Archon. His growth needs to be reflected in the new sheet.
 
@Goldfish
Do we have any room in the crafting budget to make stuff for Yrael? Specifically a sword and shield?
Not really. We've got it packed pretty tight. At this point, for him to get gear this month, someone else would have to lose out.

We can hear him up properly next month.

As for a sword and shield, we can supply those at any time. I don't think he wants Valyrian Steel, though. Maybe +1 Adamantine?
 
Not really. We've got it packed pretty tight. At this point, for him to get gear this month, someone else would have to lose out.

We can hear him up properly next month.

As for a sword and shield, we can supply those at any time. I don't think he wants Valyrian Steel, though. Maybe +1 Adamantine?
+1 Adamantine sounds fine for now. We can try to get it upgraded later.
 
Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 13HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Initiative, Improved Critical (Greatsword), Power Attack, Travel Devotion, Law Devotion, Protection Devotion, Divine Might, Leap Attack, Improved Bull Rush, Shock Trooper,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +12
Aura: Aura of Menace (DC 20)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement,

Deliver Judgement (Ex)

An Archon Lord is constantly under the effect of Discern Lies (DC 26).

In addition, when the Lord Archon and its target are within its domain no means of bypassing discern lies function against it (Except passing the will save). If a creature has the ability to lie under or through an effect such as circle of truth, or discern lies it knows that effect has failed it.

Lastly, when a creature speaks falsely within range of the Archons ability to discern lies the Archon may use its mark of justice SLA on that creature as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord
Second Skin (Ex)

A Lord Archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most Lord archons wear full plate armor.

DEFENSE
hp: 106 (13d10+32), Divine power (117/117)
AC: 29, touch 12, flat-footed 27 ( armor +10, magic vestements +3, Dex +2, natural +4 ; +2 deflection vs. evil)
Speed 40(+10) ft., fly 90 ft. (average)
Initiative: +5
Attack: Melee +1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)


Special:
Spell Save: 10 + 6 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 23
DR: 10/evil

STATS:
22 (+6) Strength
18 +2 =20 (+2) Dexterity
20 +2 =22 (+6) Constitution
14 (+2) Intelligence
20 +2 =22 (+6) Wisdom
19 +1 = 20 (+5) Charisma

SAVES
Fort
+14, Ref +10, Will +14; +4 vs. poison, +2 vs. evil

SKILLS 160/160
Skills: Diplomacy +27, Intimidate +23, Knowledge (the planes) +18, Knowledge (Religion) +13, Knowledge (Local) +18, Listen +22, Sense Motive +22, Spell craft +18, Spot +22, Bluff +7, Knowledge (Nobility) +18,

Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 26),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy smite
3/dayWall of force, Resilient Sphere, Mark of Justice
1/DayHeal (self only)

Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
At Will- Bronze Lancet Charge,
3/day- Warning Roar, Rising Zenith Strike,
1/day- Unlimited Aggression (DC 23),

Cleric Spells: Caster level 13 (10 levels of spells) [Prepared]
0th: (6) Cure Minor Wounds, Detect Poison, x3 Detect Magic, Mending,
1st: (4+1) Divine Favor x2,Sign, Sanctuary, Obscuring mist, Long Strider,
2nd: (4+1) Silence, Close Wounds, Ironskin, Divine insight, Locate Object,
3rd: (3+1) Dispel Magic, Alter Fortune x2, Magic Vestements,
4th: (2+1) panacea, Sound Lance, Divine Power(), True Seeing, Forceful Strike,
5th: (1+1) Revivify, Flame Strike, Command Greater,

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Alright, here ya'll go. What works, what doesnt work. What too strong? Too weak? Etc, etc, etc...
I'm not sure about the melee stuff y'all were talking about earlier, but for the magic, I think we need to get DP to clarify how Yrael's Cleric levels stack with his Cleric Creature template.
 
When Yrael gets a full upgrade his cleric level for spells known shouldn't be exactly the same as when he was a Legion Archon. His growth needs to be reflected in the new sheet.
How much casting did he get exactly? 13 levels? Less? More?

13 is the median between planetar and trumpet.

@Goldfish trumpet Archons and other high level celestials just get spellcasting as X.
 
How much casting did he get exactly? 13 levels? Less? More?

13 is the median between planetar and trumpet.
DP will need to clarify, but with Yrael it will probably work better if all of his abilities are both upgraded and seamlessly melded. Namely, the Cleric Creature template and Cleric levels. Rather than actually retaining those, maybe they just become part of his nature as he casts as a CR 13 cleric or something, just like a Trumpet Archon casts as a CL 14 cleric but doesn't have any levels there.

Granted, I fully expect Yrael to feel a pressing need to gain more levels even after that.
 
DP will need to clarify, but with Yrael it will probably work better if all of his abilities are both upgraded and seamlessly melded. Namely, the Cleric Creature template and Cleric levels. Rather than actually retaining those, maybe they just become part of his nature as he casts as a CR 13 cleric or something, just like a Trumpet Archon casts as a CL 14 cleric but doesn't have any levels there.

Granted, I fully expect Yrael to feel a pressing need to gain more levels even after that.
I kind of went for that? Or thought I did.
 
Warlord Archon...man that is a cool name. It sounds so badass. I wonder what else will be on that evolution tree. He could evolve into a full Star Archon though those are more tacticians than rulers.
 
Warlord Archon...man that is a cool name. It sounds so badass. I wonder what else will be on that evolution tree. He could evolve into a full Star Archon though those are more tacticians than rulers.
I'm dreaming of one day getting him all the way to CR 20, though we're definitely coming up with a better design than a walking building.
 
I'm dreaming of one day getting him all the way to CR 20, though we're definitely coming up with a better design than a walking building.
He needs more deeds...what ever that means. We need to ask DP what qualifies as a great deed. Like slaying a monster is a great deed but I imagine with Yrael he has a specific requirement what with his existence being what it is.
 
He needs more deeds...what ever that means. We need to ask DP what qualifies as a great deed. Like slaying a monster is a great deed but I imagine with Yrael he has a specific requirement what with his existence being what it is.
There are four incoming apocalypses -- the war against the Deep Ones, the war against the Drow, the war against the Efreeti, and then the Long Night. And this is assuming that Tiamat can be properly dealt with. She might end up being a fifth apocalypse out of spite.

Between all of that and all the people that need saving and help putting their lives back together, Yrael is going to have hundreds of chances for great deeds.
 
There are four incoming apocalypses -- the war against the Deep Ones, the war against the Drow, the war against the Efreeti, and then the Long Night. And this is assuming that Tiamat can be properly dealt with. She might end up being a fifth apocalypse out of spite.

Between all of that and all the people that need saving and help putting their lives back together, Yrael is going to have hundreds of chances for great deeds.

Right the four apocalypses. Mostly because we have not devolved into the series of stalemates that usually exist between the powers that be...well we be getting a CR 20 archon I guess. Speaking of level ups don't we need to level up our undead friend in the plane of fire?
 
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Right the four apocalypses. Mostly because we have devolved into the series of stalemates that usually exist between he powers that be...well we be getting a CR 20 archon I guess. Speaking of level ups don't we need to level up our undead friend in the plane of fire?
We really do.

I'm hoping to catch a few Efreeti for him when we raid the Adamantine shipment.
 
I am sure a few SOTD and a few mythic turtles would make it easy to grab a few miscreants...actually you think we can trade an efreeti to the fey in exchange for animals? Or is that hitting too close to slavery?
We'll be fine for the animals. I'm fairly sure the Orphne King would accept dinosaurs, some steel-blooded calves, and maybe a few Fungus Forge animals as fair payment.
 
We'll be fine for the animals. I'm fairly sure the Orphne King would accept dinosaurs, some steel-blooded calves, and maybe a few Fungus Forge animals as fair payment.

Oh right we still owe him a Shadow creature or a shadow dragon right? We wanted to ask him to hunt somethings for us. A shadow creature template monster for sure and the shadow horses of which he is very fond of. And a hero-killer creature if we have the negotiating room.
 
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Horde Thief
Chapter 47​

Maggie's school wasn't far from where I'd chosen to make our home, but lunch traffic is a very real phenomenon in Chicago. Despite that, I made the trip in little more than twenty minutes. The Munstermobile had enough road presence to get away with things I'd never have attempted in the Blue Beetle and suffer only a few irate honks from my fellow roadsters. I didn't do anything truly dangerous, or likely to get me pulled over, but I got there as soon as I could. Call me overprotective if you like, but after everything I've gone through to keep my daughter safe, I feel it's justified.

As I parked, I wondered if today would be another reason on the pile, quietly hoping that it wouldn't be the case. Not too loudly, though. That would be liable to attract the attention of vengeful and tempted fates.

Miss Laidlaw was a woman of middling height, with a slim build and the face of one who has worked with children all their life, and yet still finds it enjoyable. Those are rare folk. Think about it, how many people actually choose to have more than a few kids? She greeted me at the reception desk, and directed me to the nurse's office with curt, but not unfriendly, efficiency. She seemed a little stressed, but I didn't ask why. My focus was on Maggie. The reason for her stress, however, became apparent the moment I stepped through the door.

It wasn't just Maggie in there. It wasn't even a few kids. Over a dozen of them were scattered around the room, and it was only just large enough to fit them all in. They weren't all Maggie's age, either. A few of them had to be approaching the end of their time there, and several others must have joined the school this year. That on its own would have set alarm bells ringing in the back of my mind. Colds were usually confined to a few classes, certainly nothing this widespread. But then there was my dog, Mouse. Several hundred pounds of shaggy fur and muscle, which I knew could kill in defence of his charge. And he would be smart about it, too. I wondered sometimes if Mouse might actually be smarter than me.

Right now, he was wrapped around Maggie protectively, almost like a mother protecting her litter. That was not normal. Mouse was a Temple Dog, a special breed descended from a divine ancestor. If the offhand remark of an Archangel was anything to go by, he was probably closer in terms of direct ancestry to Angels than humans were. He had an uncanny sense for danger, especially the supernatural kind, and to have him on high alert like this? Something was very, very wrong.

"Dad!" Maggie called weakly, her lips pulling up only a little as she saw me in a ghost of her usual smile. She coughed. "You came."

"Of course I did," I told her, crossing the room to my daughter's side and crouching down beside her. "You alright, kiddo?"

"Just tired," she said, stifling a yawn as she did her best to explain. "Head hurts."

"What's wrong, boy?" I asked Mouse as he moved to one side, letting me pass. The Foo Dog chuffed something that was almost a low growl, sweeping his heavy muzzle back and forth to take in the rest of the room. He was right, but what could I do? I didn't have much with me, and for something like this…only one thing to do. "Hold still a moment, Maggie? I'm going to have a look at you."

She nodded solemnly as I took a moment to focus, and then opened my Sight. A Wizard's Sight is very like a Soulgaze, in a way. It strips away illusions, shows you the world as it is, and is one of the most valuable tools in a Wizard's arsenal in situations where he doesn't know what's in front of him. But it's also one the most dangerous tools, as anything you see stays with you, forever. That doesn't sound bad at first, but if you see too many horrible things and can't forget them, it breaks a person. Surviving getting used to those sorts of memories is almost worse, and I would know; I had.

My Sight washed the world back into a haze, and I focused it on my daughter. Her aura wasn't weak by any measure, pulsing gently with the power that had kept her safe from most illnesses. If I wasn't mistaken, she was going to be one hell of a Wizard when she grew up. Or, my stomach lurched, if. I'd seen something like the tracks run across her soul once before, on a case years ago for one of the Forest People. River Shoulders' half-human son had been having his lifeforce drained, exposing him to illness for the first time in his life. It could have killed him, but I'd done my job and stopped it.

This was worse, and not just because it was happening to my daughter, though that ran pretty high on the list. I forced myself to take a long, steadying breath, no need to blow out the lights and scare all these kids. Black lines had twined themselves into Maggie's lifeforce, and as I watched they spread, steadily absorbing the lifeforce around them. This was continuous, and…I didn't want to, but I looked around very slightly, to look at a few of the other kids. They were the same. Slow, continuous drain, but I couldn't isolate the source of it. Not here, then, or shielded.

"Hell's bells," I swore passionately, facing my options. I didn't have the gear for this with me, or in the Munstermobile. I'd just thought it had been a regular cold, Maggie had been feeling down for the last day or two. First things first, then. Get my daughter home behind a Threshold and my wards. Then I'd get my gear, find out where the bastard who was doing this was, and end him.
Hmm...

No way this is just a randomly targeted phenomenon.

I see two possible scenarios, 1) Maggie is being deliberately targeted as a way to strike at Harry, or 2) Someone is indiscriminately targeting children who have some degree of magical potential.

I think #2 is more likely. Not that Harry hasn't made the sort of enemies who wouldn't hesitate to target Maggie, but I assume none of them are quite so foolish as to do it in a manner that would let Harry know about it before the damage became fatal.

Black Court?
 
On another note, I just watched Endgame yesterday. Not going to be a dick and spoil stuff, but no one should watch that movie without watching the rest first, or else all context is lost.

That rat!

On that note, anyone wants to make some Infinity Stones? :V
 
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