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Victor Godsthrall


TheBard101

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Victor Godsthrall

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Astral Deva features:

Size and Type: Medium Outsider (Angel, Extraplanar, Good)
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Low-light vision
Immunities: acid, cold, petrification
+4 racial bonus on saves vs poison
Weapons count as good-aligned for overcoming damage reduction

Class Features
Hit Dice: d8
Skill Pts:: 8 + Int modifier
Class Skill List: Concentration, Craft, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Sense Motive, Spot, Use Rope
Weapon & Armor Proficiencies: An astral deva is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Stun (Su): Beginning at 7th level, if an astral deva strikes an opponent twice in 1 round with a melee weapon,
that creature must make a Fortitude save (DC 10 + astral deva’s Cha modifier) or be stunned for 1d6 rounds

Stat Progression:

32 point buy: Str 16, Con 12, Dex 12, Int 10, Wis 14, Cha 14

Astral Deva (level 12): Str 28, Con 20, Dex 20, Int 16, Wis 20, Cha 22

Levels (level 12): Str 31, Con 20, Dex 20, Int 16, Wis 20, Cha 22

Magic Items: Str 33, Con 20, Dex 20, Int 16, Wis 22, Cha 24

 

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Class Progressions
 
Level 1: Astral Deva 1: BAB 1, Fort 2.5, Ref 2.5, Will 2.5, Change Shape, Protective Aura (+2, 10 rds/day), Slam 1d6, SLAs (detect evil, remove fear - at will), +2 Str, +2 Con, +2 natural armor Cleric 1: Turn Undead, Travel and War Domains, 1st level spells
Level 2: Astral Deva 2: BAB 2, Fort 3, Ref 3, Will 3, Speed +10 ft, SLAs (aid - at will; invisibility (self only) - 1/day), SR = HD+10, +2 Dex, +2 Cha, +1 natural armor Cleric 2:
Level 3: Astral Deva 3: BAB 3, Fort 3.5, Ref 3.5, Will 3.5, Fly 50 ft (average), Resistance 5 (electricity, fire), SLAs (cure light wounds - 3/day), tongues, +2 Str, +2 Int, +1 natural armor Cleric 3: 2nd level spells
Level 4: Astral Deva 4: DR 2 / evil, SLAs (continual flame, dispel magic, remove curse, remove disease - at will), +2 Con, +2 Wis, +1 natural armor Cleric 4: BAB 4, Fort 4, Ref 3.5, Will 4,
Level 5: Astral Deva 5: BAB 5, Fort 4.5, Ref 4, Will 4.5, Protective Aura (at will), SLAs (see invisibility - 3/day; invisibility - at will), Uncanny Dodge, +2 Str, +2 Dex, +2 Cha, +1 natural armor Cleric 5: 3rd level spells
Level 6: Astral Deva 6: BAB 6, Fort 5, Ref 4.5, Will 5, SLAs (discern lies, holy smite - at will; cure light wounds 5/day), +2 Int, +1 natural armor Radiant Servant of the Sovereign Host 1: Extra greater turning, radiance, turn undead
Level 7: Astral Deva 7: BAB 7, Fort 5.54, Ref 5, Will 5.5, Fly 75 ft (good), SLAs (see invisibility - 5/day), Stun, +2 Str, +2 Con, +2 Wis, +1 natural armor Radiant Servant of the Sovereign Host 2: Divine health, empower healing, 4th level spells
Level 8: Astral Deva 8: BAB 8, Fort 6, Ref 5.5, Will 6, DR 5 / evil, Slam 1d8, SLAs (dispel evil, plane shift - at will), +2 Dex, +2 Cha, +1 natural armor Radiant Servant of the Sovereign Host 3: Aura of warding
Level 9: Astral Deva 9: BAB 9, Fort 6.5, Ref 6, Will 6.5, Protective Aura (+4), SLAs (cure light wounds - 7/day), Speed +10 ft, +2 Str, +2 Int, +1 natural armor Radiant Servant of the Sovereign Host 4: 5th level spells
Level 10: Astral Deva 10: BAB 10, Fort 7, Ref 6.5, Will 7, Resistance 10 (electricity, fire), SLAs (blade barrier, heal, holy word - 1/day), +2 Con, +2 Wis, +1 natural armor Radiant Servant of the Sovereign Host 5: Bonus domain(plant)
Level 11: Astral Deva 11: DR 10 / evil, Fly 100 ft (good), SLAs (see invisibility - 7/day), +2 Str, +2 Cha, +1 natural armor Contemplative 1: BAB 11, Fort 7.5, Ref 7, Will 7.5, Bonus domain (water), divine health (extra feat: Healing Devotion), 6th level spells
Level 12: Astral Deva 12: BAB 12, Fort 8, Ref 7.5, Will 8, SLAs (holy aura - 1/day), +2 Dex, +1 natural armor Contemplative 2: Slippery mind
Level 13: Astral Deva 13: BAB 13, Fort 8.5, Ref 8, Will 8.5, SLAs (holy word - at will), +2 Int, +1 natural armor Class 2:
Level 14: Astral Deva 14: BAB 114, Fort 9, Ref 8.5, Will 9, Protective Aura (invulnerability), SLAs (holy aura - at will), +2 Wis, +2 Cha, +1 natural armor Class 2:
Level 15: Astral Deva 15: Class 2:
Level 16: Astral Deva 16: Class 2:
Level 17: Astral Deva 17: Class 2:
Level 18: Astral Deva 18: Class 2:
Level 19: Astral Deva 19: Class 2:
Level 20: Astral Deva 20: Class 2:

 

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Arawai - Creation, Good, Life, Plant, Weather
Aureon - Force, Knowledge, Law, Magic, Mind, Oracle, Spell
Balinor - Air, Animal, Celerity, Earth, Retribution
Boldrei - Community, Family, Good, Law, Protection
Dol Arrah - Glory, Good, Law, Sun, War
Dol Dorn - Chaos, Competition, Good, Liberation, Strength, War
Kol Korran - Charm, Commerce, Pact, Trade, Travel, Wealth
Olladra - Feast, Good, Healing, Luck, Pride
Onatar - Artifice, Creation, Fire, Good, Metal, Warforged

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  • 1 month later...

Removed Divine Might and EDM.

Took the Holy Warrior Reserve Feat and Animal Devotion Feat.

Added the +2 Str and +2 Cha that I'd left out of his level 11 abilities.

Bought a Nightstick and removed two weapon crystals and the Aurorum material from weapon to pay for it.

Possibly need to remove the level 4, 8 and 12 level stat bonuses, Pending.

 

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In my defense, it was probably about 3AM when I finished the character. LOL

 

But regular DM was more of a feat tax for EDM. So I pulled both. Did you have a judgement on the stat boosts every class gets at 4th, 8th and 12th level? Paladin was saying I may have to lose them because his race gives him so many boosts. I was saying that if we were going to make different creation rules for different races, then it isn't really a "rule" so much as a "case by case" situation. hehe

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34 minutes ago, TheBard101 said:

In my defense, it was probably about 3AM when I finished the character. LOL

 

But regular DM was more of a feat tax for EDM. So I pulled both. Did you have a judgement on the stat boosts every class gets at 4th, 8th and 12th level? Paladin was saying I may have to lose them because his race gives him so many boosts. I was saying that if we were going to make different creation rules for different races, then it isn't really a "rule" so much as a "case by case" situation. hehe

Yeah, I said it was fine. If it was only savage progression you would have to skip the LA levels, but in gestalt it's normal.

It's mostly that GM wants to have a game where combat is somewhat normal, not you look at something and the rest of the party can't react, because 1 person killed it before they could blink an eye.

Edited by Steel Warrior (see edit history)
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1 hour ago, Steel Warrior said:

Yeah, I said it was fine. If it was only savage progression you would have to skip the LA levels, but in gestalt it's normal.

It's mostly that GM wants to have a game where combat is somewhat normal, not you look at something and the rest of the party can't react, because 1 person killed it before they could blink an eye.

 

Would you like me to nerf him a little more? I don't want to be a problem. Let me know what I can do. He buffs himself with Quicken Spell and does full attacks. I dumped EDM (because he wasn't qualified, DOH!) and then dumped DM because I saw it as a feat tax. None of his items are better than +1 and he uses Magic Vestment and GMW to boost them to +3. Would you like me to stop using those spells? He only has minor bracers as armor because his full plate made his AC too high. I can dump the shield entirely if you like to reduce his AC by 5 as well.

Honestly, if you want, I can just remove all of his cleric and cleric PrC levels and make him an arcane gish instead. Maybe Duskblade or Warmage with Abjurant Champion or something. I can change his race to something weaker if that helps. Or I can dump DMM Quicken and go for a more basic cleric type. Let me know what I can do.

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