Your Immortal DM
First Post
As per a request...I felt it somewhat unfair that 3.5 boosted all the main fiendish bad guys (pit fiends, balors, etc.) and none of the celestial good guys (planetars, solars, etc.).
side note: My own personal houserule gives planetars vorpal weapons. This is because they used to have them in 2E and Planetars used to be matched against balors in weapon armament (you can easily remove that option if you don't like it/agree with it).
The pit fiend and balor had a number of LARGE stat increases and HD increases (from 3.0 to 3.5). I made the SAME stat changes and HD changes to the planetar and came up with this:
What do you think?
Your Immortal DM
side note: My own personal houserule gives planetars vorpal weapons. This is because they used to have them in 2E and Planetars used to be matched against balors in weapon armament (you can easily remove that option if you don't like it/agree with it).
The pit fiend and balor had a number of LARGE stat increases and HD increases (from 3.0 to 3.5). I made the SAME stat changes and HD changes to the planetar and came up with this:
ANGEL, PLANETAR (ADVANCED)
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 21d8+231 (325 hp)
Initiative: +14
Speed: 30 ft. (6 squares), fly 90 ft. (good)
AC: 38 (–1 size, +10 Dex, +19 natural) touch 19, flat-footed 28
Base Attack/Grapple: +21/+38
Attack: +3 vorpal greatsword +37 melee (3d6+22/19-20) or slam +34 melee (2d8+19)
Full Attack: +3 vorpal greatsword +37/+32/+27/+22 melee (3d6+22/19-20) or 2 slams +34 melee (2d8+19)
Face/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like abilities, spells
Special Qualities: Damage reduction 15/magic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, electricity resistance 10, fire resistance 10, protective aura, regeneration 10, spell resistance 33, tongues
Saves: Fort +23 (+27 against poison), Ref +22, Will +21
Abilities: Str 37, Dex 31, Con 32, Int 28, Wis 29, Cha 28
Skills: Concentration +35, Craft or Knowledge (any five) +33, Diplomacy +33, Escape Artist +34, Hide +30, Listen +33, Move Silently +34, Search +33, Sense Motive +33, Spellcraft +33, Spot +33, Survival +33, Use Rope +34
Feats: Blind-Fight, Cleave, Combat Reflexes, Empower Spell-Like Ability (flame strike), Great Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 21
Treasure: No coins, double goods, standard items, plus +3 vorpal greatsword
Alignment: Always good (any)
Advancement: 22-42 HD (huge)
Level Adjustment: --
The creature resembles a massively muscular and tall human with smooth emerald skin, white-feathered wings, and a bald head.
Planetars serve as mighty generals of celestial armies. They also help powerful mortal on missions of good, particularly those that involve battles with fiends. A planetar is nearly 9 feet tall and weighs about 500 pounds.
COMBAT
Despite their vast array of magical powers, planetars are likely to wade into melee with their +3 vorpal greatswords. They particularly enjoy fighting fiends.
A planetar’s natural weapons, as well as any weapon it wields, are treated as good-aligned and magic for the purpose of overcoming damage reduction. Their vorpal greatswords will be either silver (for chaotic good planetars) or cold forged iron (for lawful good planetars), or a 50% chance of either (for a neutral good planetar).
Regeneration (Ex): A planetars takes normal damage from magic evil-algined weapons and from spells or effects with the evil descriptor.
Spell-Like Abilities: At will—continual flame, dispel magic, holy smite (DC 23), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 22); 3/day—blade barrier (DC 25), flame strike (DC 24), polymorph (self only), power word stun, raise dead, waves of fatigue; 1/day—earthquake (DC 27), greater restoration, mass charm monster (DC 27), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on a planetar’s person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 23), see invisibility, true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any other from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/8/7/6/5/4/3; save DC 19 + spell level): 0 level—create water, detect magic, guidance, resistance (2), virtue; 1st level—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith, sanctuary; 2nd level—aid* align weapon, bear’s endurance, bull’s strength (2), consecrate, egale’s splendor, hold person, silence; 3rd level—contagion*, daylight invisibility purge, prayer (2), summon monster III, wind wall, zone of respite; 4th level—death ward, dismissal, inflict critical wounds*, neutralize poison, summon monster IV, blindsight; 5th level—break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might, battletide; 6th level—banishment, greater dispel magic, harm*, heal, hero’s feast, mass cure critical wounds, energy immunity; 7th level—dictum, disintegrate*, holy word, regenerate, fortunate fate; 8th level—holy aura, mass cure critical wounds, shield of law, greater spell immunity; 9th level—implosion, summon monster IX (good), miracle;
*Domain spell. Domains: Destruction and Good
What do you think?
Your Immortal DM