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Shamsiel, Kerub of Nonviolence

Started by limetom, June 14, 2006, 12:04:26 AM

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limetom

There is no way to peace; peace is the way.
-Mohandas Gandhi

Shamsiel CR 28
The Fallen Sun, Kerub of Non-Violence
Symbol: The rising sun, set within a triangle composed of bloodied silver chains.
Apostle of Peace 10
NG Medium Outsider (Angel, Extraplanar, Good)
Init +15; Senses Listen +43, Spot +43, darkvision 60 ft, true seeing.
Aura Sublime Aura; Languages Celestial, Infernal, Draconic; tongues
_____________________________________________________________

AC 67, touch 22, flat-footed 60 (+7 Dex, +5 deflection, +10 exalted, +30 natural, +5 sacred)
hp 380 (20d8 + 10d4 + 180), fast heal 12, regeneration (10/evil); DR 20/epic and evil
Immune acid, cold, petrification, and polymorphing
Resist electricity and fire 15; SR 41
Fort +20 (+24 versus poison), Ref +20, Will +22
_____________________________________________________________

Speed 50 ft. (10 squares), fly 110 ft. (good); Freedom of Movement
Melee Pacifying touch +32 touch
Base Atk +25; Grp +32
Special Actions Celestial Song, censure fiends, holy beacon, turn undead
Cleric Spells Prepared: (CL 17th)
9th â,¬' sublime revelry (2), gate*
8th â,¬' spread of contentment (3), holy aura*
7th â,¬' bastion of good (4), empy spell slot
6th â,¬' call faithful servants*, geas/quest (6)
5th â,¬' atonement (6), dispel evil*
4th â,¬' blood of the martyr (3), restoration (3), lesser planar ally*
3rd â,¬' daylight (3), heart's ease (3), magic circle against evil*
2nd â,¬' consecrate*, ease pain (4), luminous armor (4)
1st â,¬' detect evil (4), ray of hope (4), vision of heaven*
0th â,¬' resistance (3), virtue (3)

*Domain spell.  Domains: Celestial and Good.

Apostle of Peace Spells Prepared: (CL 10th)
9th â,¬' end to strife, miracle
8th â,¬' holy aura (3)
7th â,¬' bastion of good (2), shield of the archons (2)
6th â,¬' banishment (DC 26) (3), celestial blood (3)
5th â,¬' atonement (3), energetic healing (3)
4th â,¬' blood of the martyr (3), greater luminous armor (3)
3rd â,¬' blessed sight (3), remove blindness/deafness (3)
2nd â,¬' consecrate*, ease pain (4), luminous armor (4)
1st â,¬' detect evil (4), ray of hope (4), vision of heaven*
0th â,¬' resistance (3), virtue (3)

Shamsiel always prepares non-damaging spells. Additionally, he usually refrains from spells that improve an ally's bonuses to attack or damage.

Spell-like Abilities: (CL 37)
1/week â,¬' miracle
1/day â,¬' greater plane shift, greater restoration, greater spell immunity, mass charm monster (DC 29), true resurrection
3/day â,¬' atonement, break enchantment, divine agility, geas/quest, heal, mass death ward, raise dead, resurrection
6/day â,¬' clairaudience/clairvoyance, cure serious wounds, greater dispel magic
At will â,¬' aid, continual flame, dispel evil (DC 26), dispel magic, greater invisibility (self only), hallow, holy aura, invisibility (self only), lesser restoration, life's grace, mirage arcana (DC 26), panacea, polymorph, remove curse, remove disease, remove fear, silence (DC 23), speak with dead, true seeing, wall of good (DC 25)
Always active â,¬' detect evil, discern lies
_____________________________________________________________

Abilities Str 25, Dex 24, Con 26, Int 22, Wis 30, Cha 33
SQ endure elements, freedom of movement, greater sustinance, holy touch, protective aura, sonic definace
Feats Improved Initiative, Nimbus of Light, Sacred Vow, Stigmata, Vow of Nonviolence, Vow of Peace, Vow of Poverty, Words of Creation
Epic Feats Epic Skill Focus (Heal), Superior Initiative
Cosmic Abilities sublime aura, stigmata
Skills Concentration +41, Diplomacy +54 (+56 against Good creatures), Escape Artist +30, Heal +53, Hide +30, Knowledge (Arcana) +39, Knowledge (Religion) +39, Knowledge (the Planes) +39, Listen +43, Move Silently +30, Perform (Sing) +44, Search +29, Sense Motive +43 (+45 against Good creatures), Spot +43
Possessions None
_____________________________________________________________

Organization Solitary (unique)
Environment Thalasia, Fourth of the Blessed Fields of Elysium
_____________________________________________________________

Calming Aura (Su): Shamsiel has taken a Vow of Peace, granting him a calming aura. See Sublime Aura, below.

Celestial Song (Su): Once per day as a full round action, Shamsiel can sing a Celestial Song. All mortal beings within 30 feet of him receive a Will save (DC 36). Those that fail are subject to one of two effects determined by Shamsiel, calm emotions or induce awe. When calming emotions, he casts as a Sorcerer with 30 levels. When inducing awe, all good beings within the radius that fail find themselves unable to take any offensive action against him, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at Shamsiel in awe. Evil creatures behave as if affected by fear. In any case, the duration of any effect is 37 rounds.

Censure Fiends (Su): Shamsiel can censure fiends, as described by in the Book of Exalted Deeds.

Endure Elements (Ex): Shamsiel can comfortably exist in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide).

Exalted Strike (Su): Shamsiel gains a +5 enchantment bonus to all of his attack and damage rolls. Additionally, all of his attacks are treated as good-aligned for the purpose of overcoming damage reduction.

Due to his vows, this ability has no real effect on Shamsiel.

Freedom of Movement (Ex): Shamsiel acts as if he is continuously under the effects of a freedom of movement spell.

Greater Sustenance (Ex): Shamsiel never needs to eat, drink, or breathe.

This ability is supplanted by his outsider type, however.

Holy Beacon (Su): Like its lesser Celestial counterparts, Shamsiel is unable to automatically summon or call other beings. However, he may issue a Holy Beacon as a free action once a day. The Beacon reaches 11 miles. All good-aligned beings within the radius immediately sense that a servant of goodness is in need of assistance and will reach Shamsiel with all speed. Beings within the radius instantly know his precise location, his current status (health, etc.), foes in the area, and the nature/goal of the Beacon. If used on the Planes, there is a 11% percent chance that Uriel, or any of his other servitors hear the beacon regardless of distance.

Holy Touch (Ex): Shamsiel's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Any slashing weapon in his hands functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +6 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Shamsiel sets the weapon down, the weapon loses the enhancement. This ability does not stack with existing enhancements.

Shamsiel refrains from using this ability, however.

Pacifying Touch (Su): Shamsiel can make a touch attack that functions as per the calm emotions spell, except that there is no saving throw, spell resistance does not apply, and only negative emotions, such as anger, rage, and hostility are removed. In addition, he may dispel spells that induce negative emotions, such as fear or rage. This functions as dispel magic, with a caster level of 10.

See Sublime Aura, below.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Shamsiel. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability, both with a radius of 20 feet (caster level 30). This aura can be dispelled, but Shamsiel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in Shamsiel's statistics block.)

Regeneration (Ex): Shamsiel takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Sonic Defiance (Ex): Shamsiel takes only half damage from sonic attacks, or no damage at all on a successful save.

Stigmata (Co): Shamsiel has been marked with silver chains that warp into his forearms which continuously bleed as a physical manifestation of his penance. Due to the continuous pain they infer upon him he has trained his mind to push aside even the greatest pains, and is immune to any pain effect.

Shamsiel can heal other beings to a much greater extent with his stigmata. He is able to heal others for up to 11 hit points per level that they posses for every point of Constitution damage he takes.

Sublime Aura (Co): Shamsiel's calming aura extents to 110 feet. His calming aura and his pacifying touch can affect beings normally immune to mind-affecting effects, including, but not limited to, mindless beings, undead, and constructs. Additionally, Shamsiel's calming aura now functions like his pacifying touch in that it does not require a saving throw.  Evil extraplanar beings must make a Will save (DC 36) or be banished, as the spell, back to their home plane.

True Seeing (Su): Shamsiel acts as if he is continuously under the effects of a true seeing spell.

Turn Undead (Ex): Shamsiel turns undead as if he was a 30th level good cleric. Shamsiel typically refrains from using this ability, however.

Vow of Peace (Su): Shamsiel is constantly surrounded by a calming aura that extends to a radius of 20 ft. Creatures within the aura must make a successful Will save (DC 36) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it reveive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aurea and reenters. The aura is a mind-affecting, supernatural compulsion.

Additionally, if Shamsiel is struck by a manufactured weapon, the weapon must make a Fortitude save (DC 33) or shatter against his skin, leaving him unharmed.
_____________________________________________________________

As he is now, Shamsiel is a teacher and a guide, promoting nonviolence, and demonstrating how such a thing as suffering has a place in the Realms Above. He serves not only as a being of peace, but also as a reminder to others, that no matter how far you stray from the light, you will always be welcomed back. He himself is a thoroughly dedicated pacifist, never resorting violence. However, since Shamsiel generally does not intervene in both Mortal and Cosmic affairs many do not know much about him.

Shamsiel was once a planetar serving under the Heralds.  He quickly proved himself to be more than ordinary through his selfless devotion and intense focus on pacifism and self-denial.  He was appointed to serve under Semyaza, along with Armers and Azazel.  He was sent to teach mortals the ways of pacifism, and for his part, did so quite well.  The Heralds knew that by-and-in-large nonviolence was probably the hardest concept that they had to teach mortals.

During his stay in the Mortal Coil, Shamsiel traveled far and wide often distancing himself from the other celestials sent with him.  This ended up being for the best, because it was during this time that Semyaza's perversions came to light.  

Even Shamsiel himself found a small number of mortals willing to worship him.  Shamsiel, unlike Semyaza, did not give in to any temptation put before him.  Three times these dedicated mortals tried in vain to worship him as a deity.  And each time, Shamsiel denied their plea.  He knew he was not a deity, and it was not their place to worship him as one.

There was one temptation, however, that even Shamsiel could not resist.  Love.  Shamsiel fell in love with a mortal woman, Anesidora.  Anesidora was beautiful, even by celestial standards, a true devotee to the lifestyle that Shamsiel was teaching.  She was one of the few who never worshiped Shamsiel, instead viewing him as a teacher.  Both Shamsiel and Anesidora had mutual feelings for one another, and seeing nothing wrong with true love Shamsiel allowed the relationship to continue.  In time they had a child, and they named her Kore.  For the short while Semyaza's secret lay undiscovered, the couple and their newborn child were happy.  However, all of this would end in a way that no one would have foreseen.

Kore, Shamsiel's half-celestial daughter, had always been sickly, a rare oddity among half-celestials.  She died barely a year after her birth.  Both Shamsiel and Anesidora were devastated.  

In the midst of this personal tragedy, Semyaza's horrible secret became know, and all celestials serving under him were forced to return to face judgment before the Heralds.  Knowing this, Shamsiel and Anesidora agreed to end their relationships, with no ill will towards either.

The Heralds questioning of the other celestials was Shamsiel's first knowledge of this event.  He was called upon, and he gave his story.  He fully recalled how he had cults that were more than willing to worship him, and that he fell in love with a mortal woman and had sired a daughter.

After the Heralds finished questioning all involved, including the vile Semyaza, they passed down judgment.  Semyaza had twisted events so that Azazel seemed to be the instigator, instead of him.  As such, Azazel, and a host of others, was cast down into the Abyss, where Apollyon fell eons before.  Semyaza himself was sent to Perdition, content with this lies and his new found pleasure.

Shamsiel suffered a much different fate.  Instead of punishment, which by this point he had come to expect, he was commended for never falling from the path of true Goodness.  However, this turn of events could not change Shamsiel's spirits, for he had lost his daughter and his once-trusted friend in such a short time.

Time passed and Shamsiel slowly began to move on.  Still a planetar, Shamsiel was appointed to serve under a rising star in the Realms Above, the solar Eblis.  As he continued to teach humans the ways of nonviolence, Eblis would often try to subtly belittle humans in their conversations.  It was nothing at first, but eventually, Shamsiel found himself tempted to believe Eblis.  But he could not bring himself to believe Eblis.  He remembered his thrice denied cult and the error of their ways, and his mortal wife and daughter.  He knew Eblis was wrong.  Humans were not lesser beings, they were simply different beings, and deserved the same dignity as any other being.

Soon, the entirety of the Planes would come to realize Eblis along with Belial, Beelzebub, and Moloch was wrong.  Shamsiel tried to convince both sides that they could come to a peaceful resolution, but neither would listen to him; the Celestial Hosts branded him as a traitor for siding with Eblis.  Eblis considered him bothersome, and branded him a traitor as well.  Shamsiel himself fled to the mortal coil, staying among those who would have him.  When the war in the Upper Planes subsided, Shamsiel returned to face judgment once again.  Belial, Beelzebub, and Moloch were cast into Hell, defeated and broken.  Eblis, however, burned with hatred.  He would have his revenge at any cost, and he made his intentions perfectly clear to the Heralds.  Eblis was banished to Perdition, where Asmodeus summarily banished him to the Elemental Plane of Fire.

Again, Shamsiel stood innocent, but yet again, guilt weighed down upon him.  He felt that he should have gone to the Heralds sooner, that he could have done something.  But another, darker though occupied a small portion of his mind, some of what Eblis said was right.  Mortals do not easily learn pacifism.

So Shamsiel set off to the mortal coil once again to teach the ways of peace and self-denial.  He redoubled his own effort, always making sure to stay true to himself.  Everything from an Empire to a war fell before the most revolutionary force that they could ever imagine.  Peace.  After centuries of sometimes fruitful, sometime fruitless attempts, Shamsiel decided to return to the Heavens, of his own accord.  However all of these things had not changed Shamsiel.  His wings had turned ash gray, a trait common among fiends.  He was ordered to meet with Uriel, a being he had previously had no contact with.  Uriel was much like himself, very reserved and concerned about matters that were not the province of most other celestials.  Uriel invited him to serve under him on the Planes for a while, and Shamsiel gladly accepted.  When they arrived in Uriel's realm, Uriel told Shamsiel that the Heralds saw fit to reward a dedicated servant of the light.  Shamsiel was no longer a Planetar, he was a Kerub.

Even with all these rewards, Shamsiel still felt empty, as if he had not fully proven himself.  Walking though Uriel's realm, he simply broke down and sat on a rock, feeling as if he had never done anything of importance.  He felt that he could have stopped both Semyaza and Eblis, and that he did not.  He looked around and saw two brilliant silver chains.  Ever since his association with Eblis, he is occasionally mistaken as a Risen Fiend, which has come back to take revenge.  

To prove once and for all that he was not a Fallen, Shamsiel took the two chains, and bound each of his arms in one of the chains.  In his frustration, the bindings grew so tight that he was unable to remove them, and that even the slightest movement will cause great pain.  After a few moments, Shamsiel realized that the wounds were still bleeding, and they should have naturally done so well before then.  Shamsiel had, inadvertently, given himself stigmata.  This event started to change Shamsiel's mind.  Only the truly blessed could possess stigmata.  Therefore, Shamsiel was truly blessed, he had done nothing wrong, and he was still true to himself and to his cause.  He has purpose.

Shamsiel stands just over 9 feet tall, and his four ash gray wings span almost 16 feet. His hair is shoulder length, black, and unkempt and his eyes glow with a brilliant, golden light. He wears little, mainly an immaculately white kilt. His forearms are tightly bound with silver chains, which continuously bleed. Although the chains doubtlessly cause him great pain, he never shows it.

Although probably not applicable to a being so far removed from mortal thinking, Shamsiel may in fact have depression. He is often described as reserved and sad, often deep in thought, lending credence to this theory. Additionally, Shamsiel is often found by himself, and he does not prefer the company of others, including other celestials. This adds an element of anti-social behavior, another symptom of depression.  Like most anti-social beings, he is just as happy being alone rather than among others.

Other than these oddities that portray him as aloof, at least initially, Shamsiel is often considered to be a very wise and intelligent being.

Shamsiel currently serves under the Herald Uriel, and is a member of the Kerubim Choir.  More often than not, Shamsiel prefers to either be alone, or with a small number of other beings.  Although he is supposed to protect Uriel's realm from the unworthy, very few unworthy ever even make it near Uriel's realm, so he rarely has to exercise his powers in that manner.

His duties also include teaching others the ways of non-violence.  To most beings, this would seem to be an impossible task, because the entire multiverse is filled with conflict.  Shamsiel, however, views this task with the enthusiasm of a teacher who loves his subject matter.

Combat
Shamsiel completely refrains from combat.  Those extreme few who attempt to fight him quickly find themselves with no reason to do so, due to his ability to calm the emotions of other beings.  If Shamsiel comes across a battle, he will go out of his way to stop it, usually by calming both sides.

Shamsiel's natural weapons, as well as any weapons he wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.  Due to his vows, however, these abilities have no real effect on Shamsiel.

Xathan

It looks interesting, and the mechanics seem sound, but I'm curious as to why you made this? Plus, I'd like more flavor on him: what little there is only whets the appetite for more.
AnIndex of My Work

Quote from: Sparkletwist
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Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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[/spoiler]

limetom

I made this as a part of one of Dicefreak's projects, called A Light from On High.

Shamsiel is based off of a "real" angel, who has somewhat clouded origins in mythology.  The one story places him as a Grigori, also known as a Watcher.  These were angels who seduced mortal women and were bannished to hell because of it.  Another story places him among the angels who fight along side of God durring Armaggedon.  Yet another story says he is the angel who guards the gates of Eden.

He is among the least powerful of the Sarim (Angelic Princes).

As for why I did it, this is actually a near-complete revision of an earlier version I did.  I made that one as a submission to the project.

There will be much more flavor forthcoming.  I just have to finish it first.

Xathan

Ahh...it looks cool and interesting, I can't wait to see more flavor for it!
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

limetom

I think I added a wee bit more o' flavor.

Check it out.

Xathan

Wow. That is truely awesome, oh limey one. Gave me tons of ideas, and really got me thinking. Great stuff. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

limetom

So I got this guy to do a picture of Shamsiel. All I have to say about it is: holy :censor:, its darn near perfect.

Its a large image, so it may take awhile to load on slower connections.

Shamsiel

Innumerable thanks to Lord Crusan for this work.

SA

Whoever this Lord Crusan dude is, he's a shweet artist.

CYMRO

Quote from: limetomSo I got this guy to do a picture of Shamsiel. All I have to say about it is: holy :censor:, its darn near perfect.

Its a large image, so it may take awhile to load on slower connections.

Shamsiel

Innumerable thanks to Lord Crusan for this work.


Definitely a great picture!

Xathan

That picture is the distilled essence of awesome. I love it.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

limetom


limetom

Bump.  Mechanics and flavor updates.

Tangential

He looks as good as always. I very much like his flavor update, though I can't see much difference in the stats and don't want to go look up the version on DF. Could you summarize the mechanical changes?

As for Lord Crusan's work. Well Shamsiel just became my desktop background. :D
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

limetom

Most of the mechanical changes were related to his spells and spell like abilities, along with some minor corrections, plus the conversion to the new format.

And as for your second comment, you're like the third person who's said that.

Tangential

Mmmm.

Hehehe. Shows how good it is.
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme