Exalted Angel

Beta

Tier Five:
Require Unyielding sentinel 3

autogrants Celestial destiny (required 0): (Passive) Gain 50 SP. Each additional level of exalted angel grant 50 SP and +1 to cleric, paladin and FvS caster levels. The Renewal ability can now target yourself instead of only allies. Angelic presence (required 4): (Active Cooldown: 10secs) Toggle: While above 50% Health you have +2 sacred bonus to charisma and all enemies have -2 penalty to attack rolls. This penalty counts as a Fear effect and stacks with AoV aura Astral vibrance (required 8): (Active Cooldown: 10secs) Toggle: While you are above 50% Health ennemies below 50% health take 1d4 light damage every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds), and nearby allies below 50% health receive 1d4 positive healing every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds). Cost 1 sp per 2 second increasing by 1 every 2 seconds when active Leap of faith (required 12): (Active Cooldown: 3secs, 10 SP) Leap through air (like leap of faith). Costs 10 sp, recharge at a rate of 15 seconds in private area, 3 seconds in public area. If you already possess this ability it now recharges at a rate of 1 every 12 seconds in private areas instead. Blessed blades (required 16): (Passive) Any weapon you wield or unarmed attacks are treated as having your alignement for damage reduction bypass purpose. (no effect if true neutral) Ascendance (required 20): (Active Cooldown: 5mins) Transformation: Assume angelic form (type: outsider good, angel). Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP

Destinies Tier 1 (0 points required) Avenging light (required 0 - No prereq) (1 ranks - 2 AP): (Active Cooldown: 3secs) Deals 1d4+4 light damage + 1d4+4 per three character level to 1 target. Fortitude save (DC 10+ character level + charisma mod) for half Endless faith (required 0 - Prereq: Radiant power 1/2/3 && Healing power 1/2/3) (3 ranks - 1 AP): (Passive) Spell point pool increased by 4/7/10%. Echoes of power restore up to 18/24/30 SP, note, numbers after a / are for additional ranks. Radiant power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Light spellpower Healing power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Positive energy spellpower Wisdom/Charisma (required 0 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 2 (4 points required) Judgement (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Target undead or evil outsider will explode when killed dealing 10d100 light damage to other undead or evil ousiders near them Embrace the light (required 4 - Prereq: Radiant power 1) (3 ranks - 1 AP): (Passive) You take +[10/20/30]% less light damage Wisdom/Charisma (required 4 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 3 (8 points required) Lay to rest (required 8 - Prereq: Judgement 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Target undead or evil outsider under the effect of judgement takes 10d100 light damage Smite the wicked (required 8 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Melee smite. Gain twice your charisma bonus to your attack roll and damage bonus of (level x3) +7 against evil opponents. On hit: 50 light damage against undead and evil outsiders. On vorpal destroy undead or evil outsiders under 1000HP Renewal (required 8 - No prereq) (3 ranks - 1 AP):(Active Cooldown: 3secs, 5SP) Heals 1d2 HP per 4/3/2 character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield absorbing the 30/40/50 next damage. Purity of essence (required 8 - Prereq: Healing power 1 && Renewal 1) (3 ranks - 1 AP): (Passive) [3%/5%/10%] healing amp Wisdom/Charisma (required 8 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 4 (12 points required) Judge the many (required 12 - Prereq: Lay to rest 1) (1 rank - 1 AP): (Passive) Undead or evil outsiders judged gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in judgement have 50% chance to receive judgement Rebuke foe (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Active Cooldown: 3secs) Only usable when endless ardor stack >=5/ Target enemy tales 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless ardor reset to zero. Blood and radiance (required 12 - No prereq) (3 ranks - 1 AP): (Passive) Each time you cast a light based spell you gain endless ardor: +1 sacred bonus to positive energy for 10 seconds. Each time cast a positive energy spell, gain righteous fervor: +1 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration. Excoriate (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Passive) When righteous fervor stack >=5 your light spells and smites have a 3% chance to stun opponents for 6 seconds Wisdom/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Wisdom/Charisma

Tier 5 (16 points required) Be at peace (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2 mins, 10SP) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless and righteous fervor reset to zero. Wisdom/Charisma (required 16 - No prereq) (1 rank): (Passive) +1 Wisdom/Charisma

Tier 6 (20 points required) Divine wrath (required 20 - Prereq: Rebuke foe 1) (1 rank - 2 AP): (Active Cooldown: 3secs, 30SP) Only usable when endless ardor stack is 10. Call down divine wrath on foes dealing 2d6 light damage per character level. Will save for half (DC 10 + character level + half charisma mod). Allies caught within blast are healed for 1d6 HP per character level. Resets endless ardor. Reborn in Light (required 20 - Prereq: Blood and Radiance 1) (1 rank - 2 AP): (Active Cooldown: 30mins) Counter increments with each Endless Ardor or Righteous Fervor Gain. When it reaches 100, ability becomes available. Epic Moment Transformation: You are healed to full health and activate Ascendance, Angelic Presence, and Astral Vibrance (even if they are currently on cooldown). For 2 minutes (or until you leave Angelic form), you are immune to light damage, have a 50% Incorporeality, and gain +100 Light and Healing Power. This ability can be used while dead, raising you at full health and in addition to the above benefits, the cooldowns of Light and Positive Energy spells are reduced to 1/5th normal, all spells cost 50% spell points, and all of your physical attacks gain On Hit: 100 Light damage and On Critical: Destroy evil undead or evil outsiders under 1000 hit points. Strike down (required 20 - Prereq: Excoriate 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Only usable when righteous stack is 10. Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hi: 500 light damage. On hit after damage: destroy undead or evil outsiders below 1000 HP. Resets righteous fervor. Wisdom/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Wisdom/Charisma