[FOCI]
Planar Character Optionss
Devas, solars, and planetars are humanoid-shaped angels who serve a deity in some capacity.
Some people are so enamored of the righteous path that they swear a binding oath to achieve angelic perfection. They wish to become in mind, body, and spirit as close to the celestial beings that directly serve the gods as they can. Devas, solars, and planetars are the heights sought by anyone who Aspires to Angelic Perfection—sometimes called celestial novitiates. The sublime grace and promise of divine contact that these higher beings possess is something celestial novitiates believe can be gained in their own mortal lifetimes, as long as they hold tightly to the tenets of their oath. The following tenets seek to align the novitiate's spirit
Tireless Devotion. Do not let weakness of the flesh stand in the way of achieving stated ends. Do not be swayed by devotions other than to your divine benefactor.
Lawful and Good. Law and good are beyond compare, but one tempers the other. A law of the land may not be good in all cases, and good may sometimes be brought about by creating appropriate laws.
Infallible Judgment. Knowing the difference between a lapse in judgment from which redemption is possible, and that which is truly evil, is a discernment that you must constantly strive to perfect.
Remorseless Against Evil. For that which is judged truly and irredeemably evil, you must act severely and with the knowledge that your action is the will of the gods.
You are trained in knowledge of angels and goodly celestial beings.
You have +3 Armor against damaging attacks and damaging effects that target your mind and Intellect. Defense rolls you make against attacks that attempt to confuse, persuade, frighten, or otherwise influence you are eased.
At your command, a planar intruder within short range attempts to get away from you for one minute, unable to attack or do anything other than flee. If they take damage, the duration ends early. For each level of Effort you apply, you can attempt to affect one additional target.
For the purposes of Cast Out the Unclean, planar intruders hail from planes other than a world of the Material Plane (like demons, celestials, devils, elementals, and fey) or from outside the multiverse (like some aberrations).
Action to initiate.
Ability Choice: Choose either Aura of Angelic Wrath or Overawe as your tier 3 ability.
For one minute, your weapon and one weapon of each ally you choose within immediate range flares with sacred fire. Affected weapons deal 1 additional point of damage to foes hailing from a plane other than a world of the Material Plane (like demons, celestials, devils, elementals, and fey) or from outside the multiverse (like some aberrations). In addition, an affected weapon produces light like a burning torch.
Action to initiate.
A blast of divine radiance from the heavens spotlights a target you select within long range, pushing the target to its knees (or similar appendages, if any) and rendering it helpless in the light for up to ten minutes, or until it breaks free. The overawed target cannot defend itself, make attacks, or attempt anything other than to shake free of the divine awe each round. If the target is a demon, spirit, or something similar, it also takes a minor wound (1 point) that ignores Armor each round it remains affected
Action to initiate.
When a PC within immediate range is impaired, debilitated, or dead, you can channel divine grace to give them the minimum number of points in each Pool required to restore them to hale condition (even if that means they have only 1 point in each Pool) or give an NPC 1 point of health if they have 0 health.
If the creature is impaired, debilitated, or dead from something other than damage, this ability still raises them to the hale condition.
Returning a dead creature to life doesn't work if a creature has been dead for more than one minute, if they died from old age, or if death was due to loss of one or more body parts.
Alternatively, you can use this ability to heal a target within immediate range, restoring 4 points to their Might Pool, Speed Pool, or Intellect Pool.
You unfurl glorious angelic wings that let you fly a long distance each round for ten minutes. You can't carry other creatures with you. Glowing with silver light, the wings brightly illuminate everything within short range and provide dim light within long range. If you applied a level of Effort when you unfurled you wings, you can also use them defensively while they last, gaining +2 Armor against damage dealt from one attack per round.
Action to activate.
Ability Choice: Choose either Angelic Apotheosis or Divine Interventions as your tier 6 ability.
For one minute, you take on the seeming of a deva, planetar, or solar. For the purposes of divination and truth-telling abilities, you are a celestial of the type you resemble. Your size may change because of this transmutation, but your abilities change only as follows: You gain the benefit of Angel Wings, and add 8 points to your Might Pool, 1 point to your Might Edge, 2 points to your Speed Pool, and 1 point to your Speed Edge.
After reverting to your normal form, you lose the benefit of Angel Wings, your Edge values return to normal, and you must subtract the same number of points you gained from your Pools (if this brings a Pool to 0, subtract the overflow first from your Might Pool, then your Speed Pool, and then, if necessary, from your Intellect Pool).
While the ability was active, if you did not attempt to cast out, destroy, or drive away a target that hails from a plane other than a world of the Material Plane (like demons, celestials, devils, elementals, and fey) or from outside the multiverse (like some aberrations), your rolls are hindered by two steps until after your next ten-hour recovery roll. Each additional time you use Angelic Apotheosis before your next ten-hour recovery roll, you must apply an additional level of Effort.
You ask the divine to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major special effect upon it. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt a divine intervention with a more far-reaching effect, which is more like the kind of GM Intrusion initiated by the GM on their players. In this case, Divine Intervention also costs 4 XP, the effect may not work out exactly like you hope, and you may not make another plea for divine intervention for a week.
GM Intrusions: When a celestial novitiate acts less than angelically, sleepless nights may follow. A devil learns of the novitiate and seeks to extinguish them before they gain what they aspire to.