WEIGHT ALLOWANCE |
Light |
800 |
Medium |
1600 |
Heavy |
2400 |
Lift Over Head |
2400 |
Lift Off Ground |
4800 |
Push or Drag |
12000 |
MONEY |
Unspent Funds = 0.0 |
TEMPLATES |
Assign Race Type ~ Humanoid, Assign Subtype ~ Angel, Assign Subtype ~ Augmented, Base Race Type, Divine Rank, Fiendish
|
SALIENT DIVINE ABILITIES |
Divine Spellcasting, Speak with Creatures
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
 |
|
LANGUAGES |
Common, Elven, Celestial, Draconic, Infernal
|
PROFICIENCIES |
Aclis, Angle Knife, Ankus, Axe (Carpenter's), Axe (Throwing), Bagh Nakh, Battleaxe, Bec de Corbin, Bladed Bow, Boulder, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Fakirs Horns, Falchion, Flail, Flail (Heavy), Flamberge, Flametongue, Flax, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Half Moon Spear, Hammer (Light), Handaxe, Headsman's Axe, Javelin, Karambit, Karvar, Khopesh, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Pike, Pilum, Quarterstaff, Ranseur, Rapier, Sap, Sawtooth, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Slam, Sling, Spear, Spells (Ray), Spells (Touch), Spider Throwing Knife, Spiked Armor, Spiked Helmet, Staff Sling, Sword (Bastard), Sword (Cane), Sword (Gauntlet), Sword (Short), Sword (Tulwar), Sword (Unicorn Horn), Sword-Pike, Trident, Unarmed Strike, War Rake, Waraxe (Dwarven), Warhammer
|
SPECIAL ATTACKS |
Sneak Attack +9d6
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. This extra damage is 9d6. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. |
Spell-Like Abilities
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
At will-aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel good (DC 20), dispel magic, calming aura (DC 23), Lay on Hands (DC 19), divine word (DC 22), invisibility (self only), plane shape, plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day-cure light wounds (DC 16), see invisibility; 1/day-blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based. |
Stun
(Su)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
If a fallen astral deva strikes an opponent twice in one round with its slam attack, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. |
SPECIAL QUALITIES |
Automatic Actions
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
2, max DC 15 |
Black Marketeer
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
The rogue may opt to gain a 50% increase in the prices of the goods he is selling. However, this is a 10% chance that the rogue's business partner will make off with the goods and not pay. |
Block Sensing
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
1 Hours |
Call of Magic
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
When recruiting units for his armies, the sorcerer can upgrade soldiers from 1st-level warriors to 1st-level Sorcerers without paying additional costs. |
Change Shape
(Su)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
An astral deva can assume the form of any Small or Medium humanoid. |
Weapon and Armor Proficiency
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. |
Trapfinding
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. |
Evasion
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. |
Special Abilities
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind, Feat. |
Familiar
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. |
Spells
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast. |
Weapon and Armor Proficiency
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII] |
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail. |
Communication
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Create Magic Items
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
4500 gp |
Criminal Mastermind
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
The rogue may use his Black Marketeer ability without the 10% chance of losing the goods. He may by items and materials at 75% of their normal prices. |
Darkvision
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. |
Divine Aura
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
10 ft. |
Divine Rank
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
1 |
Divine Speed
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Draconic Monarch
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
The sorcerer gains a small-sized unit of dragons, fey, undead, or magical beasts whose CR or total level is up to 4. |
Godly Realm
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
100 ft./100 ft. |
Grant Spells
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Immortal
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Immunity to Ability Damage
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You are never subject to Ability Damage |
Immunity to Ability Drain
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You are never subject to Ability Drain |
Immunity To Acid
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You never take Acid damage |
Immunity To Cold
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You never take Cold damage |
Immunity To Death Effects
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You are never subject to death effects |
Immunity To Disease
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You never take disease damage |
Immunity To Disintegration
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be disintegrated |
Immunity To Electricity
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You never take Electricity damage |
Immunity To Energy Drain
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be energy drained |
Immunity To Mind-Affecting
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You are never subject to mind-affecting effects |
Immunity To Paralysis
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be paralysed |
Immunity To Petrification
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be petrified |
Immunity To Poison
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You never take poison damage |
Immunity To Sleep
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You are never subject to sleep effects |
Immunity To Stunning
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be stunned |
Immunity To Transmutation
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can never be transmutated |
Improved Uncanny Dodge
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
Character can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has uncanny dodge levels [Rogue Level 34]. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. |
Low-Light Vision
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. |
Natural Weapons
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
A fallen astral deva's natural weapons, as well as any weapons it wields, are treated as cold iron for the purpose of overcoming damage reduction. |
Portfolio Sense
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Protective Aura
(Su)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Remote Sensing
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
2 Locations |
Resistance To Fire
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You may ignore 46 points of Fire damage each time you take Fire damage |
Smite Good
(Su)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You may attempt to smite good with one normal melee attack. You add your Charisma modifier (if positive) to your attack roll and deals 1 extra point of damage per granting class level. If you accidentally smites a creature that is not good, the smite has no effect, but the use is still spent. |
Sorcerer Lord
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
Sorcerer Lord The sorcerer gains a +5 circumstance bonus when scrying any area within his domain. Also, if the sorcerer takes part in a battle involving units he raised and hired, his army gains a +2 morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities. The sorcerer and all spellcasters under his command gain a +2 morale bonus to all caster level checks to defeat spell resistance. |
Strength of Will
|
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire] |
All the followers of the sorcerer gain a +2 morale bonus to their loyalty scores due to the natural arcane attraction. |
Tongues
(Su)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Absent-Minded
|
[Wizards of the Coast - Unearthed Arcana, p.87] |
You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings. |
Easygoing
|
[Wizards of the Coast - Unearthed Arcana, p.87] |
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious. |
Honest
|
[Wizards of the Coast - Unearthed Arcana, p.88] |
You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others. |
Polite
|
[Wizards of the Coast - Unearthed Arcana, p.89] |
You are courteous and well spoken. |
Trap Sense +6
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You gain an intuitive sense that alerts you to danger from traps, giving you a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps. |
Travel
(Sp)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
|
Uncanny Dodge
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue. |
Uncanny Dodge
(Ex)
|
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
Character retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still loses his Dexterity bonus to AC if immobilized. |
FEATS |
Armor Skin (3x) |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats] |
Gain a +1 natural armor bonus. |
Combat Casting |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats] |
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. |
Combat Expertise |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats] |
When you use the attack action or the full attack action in melee, you can take a penalty of as much as 5 on your attack roll and add the same number as a dodge bonus to your Armor Class. |
Combat Reflexes |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats] |
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. |
Damage Reduction (5x) |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats] |
You gain a damage reduction of 3/-. |
Energy Resistance ~ Cold (2x) |
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You gain energy resistance to cold energy. |
Energy Resistance ~ Fire (2x) |
[Wizards of the Coast - Revised (v.3.5) System Reference Document] |
You gain energy resistance to fire energy. |
Epic Spellcasting |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats] |
You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10. |
Eternal Youth |
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.35] |
Your increased vigor allows you to ignore the effects of aging. |
Improved Combat Reflexes |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats] |
There is no limit to the number of attacks of opportunity you can make in one round. |
Taunt |
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.80] |
You have a wicked senseof humor and can come up with scathing, incisive jibes at the drop of a hat. Most people are leery of getting on your bad side, though sometimes you have to hold your tongue in order to avoid getting in trouble with those in power. |
Thick Hide (Cold, Hot) |
[Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.80] |
You are much more resistant to extreme temperatures. |
Wingover |
[Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats] |
A flying creature with this feat can change direction quickly once each round as a free action. |
|