TEXT: Rite Publishing Presents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By Steven D. Russell  
  
   
   
  Rite Publishing Presents: 
   
  In The Company of Angels  
   
  Michael (Author): Steven D. Russell 
  Gabriel (Editor): Robert N. Emerson 
  Metatron (Cover Artist ): Yunalesca Alana 
  Zerachiel (Interior Artists ): Peter Fear, Benjamin Celebi, 
  Yunalesca Alana, Colin Alegion, Jacob Blackmon,  
  Braulio León Madrid Escobar, Grabeuh, Bruno Balixa,  
  Patricia Smith, Phillip Simpson, Hugo Solis, Drbjr 
  Samael (Layout and Publisher): Steven D. Russell 
   
  Dedication To Sean K. Reynolds for Anger of Angels.  
   
  Special Thanks: To Chris Olendorf for playtesting this, 
   along with some insightful feedback.  
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
   
  In the Company of Angels Copyright © 2014 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered 
  trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license. Some images  are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License; http://creativecommons.org/licenses/by-nd/3.0/ Some images   
  are licensed under a Creative Commons Attribution-Share Alike 3.0 License; http://creativecommons.org/licenses/by-sa/3.0/ Some images are licensed under a Creative 
  Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ 
  
   
  In the Company of Angels 
  Be Welcome Qwilion of Questhaven,  
  And be not afraid, long have I watched you 
  and your line, a few I have brought 
  messages to of inspiration and hope. For 
  you I placed the writings of Korvak 
  Cynmark from before his fall from grace, 
  and placed for you to find in your youth 
  within the library of Our Lady of Ladies. I 
  had to move it seventy seven times, until you 
  found it, but it did help to set you upon the 
  path to becoming the City’s foremost sage. 
  Now I have come among you openly, for you 
  have been delving into the lore of the grigori 
  and the angelic paragons. I am here to 
  shepherd you out of the darkness of 
  ignorance into the illuminating knowledge 
  given unto me by Our Sovereigns in Heaven, 
  and I will teach you many things.   
  Zohar of the Lion Host      
   
  Of The Grigori 
  You name us Angels, Celestials, Archons, 
  Azata, and half a hundred other epithets for 
  the divine spirits that serve the holy 
  Heavens, my kind are called grigori, and we 
  are kith and kin to what you and your sages 
  name angels. Though we are more akin to 
  mortals than you might realize, as we are 
  spirit permanently placed in a mortal vessel, 
  rather than being wholly of spirit, like most 
  of what you term “outsiders.” We however 
  are to angels as the astral deva is to solar.  We 
  find both comradeship and inspiration in our 
  unchanging fellow celestials, regardless of 
  how rigged and traditional The Great 
  Pantheon has made them. 
  Some of my people have been around since 
  the dawn of creation, existing to carry out a 
  single task governing a part of creation, while 
  others were formed whole yesterday.  
   
   
  Yet many of us make a choice or are fated by 
  the heavens to change and grow, this is 
  especially true of those chosen to watch over 
  and teach the mortal races. We can take up 
  mortal roles and act on their behalf, though 
  most chose like myself to become an 
  exemplar of our celestial nature, and draw 
  upon the divine might found within all 
  angels. We, the angelic paragons, grow in 
  power and attain new ranks within the 
  hierarchy of the Celestial Halls Above be they 
  in angelic, archonic, or azatanian choirs and 
  hosts.    
  My fellow grigori and angelic paragons seek 
  to inspire mortals to greatness and to help 
  you resist the temptations of evil. Yes 
  sometimes the Heavens send us to punish, 
  but we more often serve as messengers to the 
  mortal realm bringing the holy word of Our 
  Sovereigns in Heaven. Other times an 
  Empyreal Lord will send us to free wrongly 
  imprisoned souls whether a fiend of 
  Damnation tricks them, some mortal magic 
  1 
   
  
   
  imprisons them, or due to some supernatural 
  misfortune they cannot find their way to the 
  afterlife. On occasion, our creators send us to 
  fight the fiends of Damnation directly, and 
  while we do this with righteousness and 
  anger, always remember that fiend was 
  either once our friend, companion, or 
  colleague in the Celestial Halls Above or is 
  proof of our failure to help a mortal soul 
  resist the darkness within. Either way this 
  fills us with a great sorrow, and if possible, 
  we will always reach out with compassion 
  offering forgiveness, be it seven times 
  rejected or seventy-seven times. For while 
  mortals sometimes rage against the Heavens 
  for the unfairness of their existence, know 
  that my kind fight and die to give you that 
  choice to rage, lest you be ground under the 
  iron heel of Damnation’s legions.   
  Today many of us walk secretly among you in 
  the city of Questhaven, seeking to shepherd 
  the Questors Society toward the way of 
  heroism and away from wonton theft, 
  murder, and destruction. All the while 
  opposing the machinations of my former 
  comrades such as Kauriel the Enabler, and 
  Sivan the Court Fool of Orcus.     
  Physical Description 
  My fellow grigori, at our creation can range 
  from 4 feet up to 8 feet tall depending on the 
  will of our divine creator. However, those like 
  me that chose to embrace their celestial 
  nature and advance in the hierarchy of 
  heaven can transform and become as tall as 
  16 feet.  It can become stranger yet as one 
  advances in the hierarchy, a grigori can chose 
  a specific celestial form, taking on the 
  physical traits of an astral deva, bralani, 
  ghaele, hound archon, lantern archon, lilend, 
  planetar, solar, or trumpet archon. And yet 
  there are still more bizzare forms such as the 
  orphanim and seraphim that are in no way 
  human. In addition, these changes go to such 
  an extent that no celestial can tell the 
  difference between a grigori angelic paragon 
  with all the aspects of a solar and one who 
  Grigori Doom 
  Grigori 
  in 
  the 
  Campaign 
  Setting 
  of 
  Questhaven have and additional racial trait. 
  Grigori Doom (Ex): It is the curse of 
  grigori that their non-grigori offspring 
  become horrible monsters. 
   
   
  was created to be a solar angel at the dawn of 
  creation.  
  There are those who do not take on the form 
  of a specific member of the celestial 
  hierarchy such as myself. We are usually tall, 
  slender with almost no fat and little to no 
  muscle, we never have body or facial hair, 
  and we have large, expressive dark eyes, 
  which when combined with our demeanor 
  often hint at or our sorrows.  We also known 
  for 
  are 
  large 
  hands, 
  and 
  careworn 
  appearance.  
  As creatures of pure spirit, we grigori are 
  genderless, however our vessels can be male, 
  female, androgynous, or any other variation 
  they or Our Sovereigns of Heaven desire, 
  though many of us identify our personality 
  with a specific gender. We can even change 
  this each time we advance in the celestial 
  hierarchy though we cannot reproduce 
  sexually with others to produce pure 
  celestials; we can mate with mortals to 
  produce 
  half-celestials 
  and 
  aasimar. 
  However, in the lands of Questhaven Their 
  Dark Lord of Fire, he who was once the 
  Lightbringer, has cursed our offspring to 
  eventually become atrocious monstrosities.  
  Those of my kind that are created to serve a 
  particular deity, such as Our Queen of 
  Wisdom and Mercy, are often are garbed in 
  the trappings of the worshipers, if not that of 
  a priest all together, and follow the cultural 
  norms of that church. While those who 
  follow a particular ethos, a specific Empyreal 
  2 
   
  
   
  Lord, or The Great Church of the Pantheon 
  may choose our garb, though to perform 
  one’s mission we are not above disguising or 
  humbling ourselves in our service to Heaven.  
  Society 
  Our society is difficult to put in mortal terms 
  as the Heavens are far more diverse than the 
  whole of the earth, for there are spirits who 
  have come there since the dawn of time, from 
  uncountable and forgotten cultures. In 
  addition, each deity constructs a different 
  angelic culture for that religion. This does 
  not even begin to speak of the various 
  different types of celestial beings, some of 
  which you are not even aware of yet. So when 
  I speak here, I speak in generalities, and 
  most often of the grigori and the angels who 
  serve The Great Church of the Pantheon and 
  its ethos of good, rather that those who serve 
  a specific deity.  There is a great harmony in 
  the Heavens as all are united in the service of 
  good, and due to all of us being of spirit what 
  might provoke prejudice or a fear of the 
  “other” in mortals is not remarked upon by 
  celestials. For us it is as if remarking upon 
  how big a child’s pinky toe is, when all you 
  could see is her shoe. What we care about is 
  what you believe and do.  The means azata 
  will use to reach a good end horrifies an 
  archon, while azata rail against the strictures 
  archons impose without a thought. The 
  angels are often in the middle of this; one of 
  us might balk at a short-term alliance with 
  demons, while not having an issue with a 
  devil’s alliance. We might even support the 
  sacrifice of a thousand lives to save a single 
  mortal soul.    
  Remember we are not mortal; we may take 
  an eon to consider a difference in reasoning, 
  and we are just as patient to see the exalted 
  of Heaven to come view the circumstances as 
  we do, as we are to see the vile of Damnation. 
  As such, contemplation and meditation is a 
  large part of an angel’s life, and only the finite 
  nature of a problem will move us to act 
  without the supportive council of our fellows. 
  Even then, our peers understand the 
  responsibility Heaven sent us to govern over.   
  In one way, mortals and we are very much 
  alike; we appear to have free will. We can fall 
  into Damnation, act in disobedience to our 
  creator or empyreal lord, question the 
  motives of our deity, or we can be cast out, 
  exiled or banished for one transgression or 
  another, I myself was cast out by my 
  empyreal lord for taking a mortal mate. 
  Within this free will is our own flaw, as told 
  by the Tale of the Lightbringer, we have too 
  much surety of our own righteousness. Our 
  fundamental nature is good, we know to the 
  very core of our being that we want is good, 
  and can be no other way. However, since the 
  fall of the Lightbringer, rather than anger we 
  find only great sorrow when another being 
  does not perceive the righteousness of our 
  designs. The wise among us who would avoid 
  falling themselves, seek not to enforce our 
  designs upon others, but to understand why 
  the divine has made a differing point of view 
  that is also the embodiment of good.  So 
  rather than arguments or violence, harsh 
  disagreements among celestials are marked 
  by cold silence, hoping that one day our 
  opponents will come to understand the error 
  of their ways.  
  However, 
  because 
  of 
  our 
  personal 
  responsibilities and the finite nature of 
  mortal life, sometimes when we disagree and 
  we will need to act. Therefore, we shape the 
  future with all the power and authority we 
  can muster according to our belief in what is 
  best. Just as a deity has an agenda so to do 
  empyreal lords down to even the lowliest of 
  exiled grigori, it just never leads to violence 
  amongst the unfallen. To do so would be akin 
  to a mortal blinding himself because a 
  painting offended him. It is far more likely 
  that mortal proxies and other angels would 
  be set to work using different means to affect 
  the same solution to a problem, conflicts 
  such of these are often the cause of entire 
  hosts being condemned or cast out of heaven 
  3 
   
  
   
  by a deity. So yes, I do sometimes have to 
  navigate Heaven’s political factions in order 
  to get my work done in the mortal world, but 
  it is more akin to two mentors giving you 
  differing advice and you having to ultimately 
  choose your own path.  
  The hierarchy of angels has been discussed 
  by a number of religions and gifted scholars, 
  however most fail to address the idea that by 
  their very nature the azata askew such rigid 
  structures, and that most hierarchies are 
  unique to specific deities. I will only say that 
  a shocking as it will be to the Questors 
  Society, very few deities who employ celestial 
  beings as servants, recognize power as the 
  deciding factor in a hierarchy. It is more 
  often based on aptitude and need.  But 
  because I am sure you will demand one, my 
  scholarly friend, here is the rough Hierarchy 
  of Heaven within the Great Pantheon: 
  empyreal 
  lords, 
  archangels, 
  seraphim, 
  solars, 
  cherubim, 
  ophanim, 
  planetars, 
  trumpet archons, hashmalim, principalities, 
  devas, ghaeles, dynamis, leonals, lillends, 
  bralanis, hound archons, lantern archons, 
  grigori, celestial template creatures and 
  other celestial beings.  
  What do we do for fun…? Yes, mortals would 
  ask this question, I think sometimes mortals 
  have a greater fear of boredom than they do 
  the punishments of hell. Angelic festivals and 
  revelries are constant for we do not lack in 
  resources and the joy of worship is shared to 
  a greater depth than in the mortal world, due 
  to the Heavens being spiritual realms, rather 
  than a physical one. When we wish to discuss 
  philosophy, theology, or some other piece of 
  lore, we seek out the appropriate celestial 
  being, be it our creator, or one of the faithful 
  spirits who have found their way to heaven 
  after their mortal death.  I once communed 
  with the faithful spirit, who in his mortal life 
  was a renowned author who died before 
  finishing his greatest work, and so I enjoyed 
  a story that was never shared with the mortal 
  realms. Such are the joys of Heaven. In our 
  afterlife the greatest faithful entertainers, 
  artisans, and poets make their way here, and 
  have eternity in which to work. Moreover, 
  this does not begin to touch upon the 
  unaccountable joy an angel experiences 
  when listening to the music created by the 
  angelic choirs.   
  This is but one of many reasons why I seek to 
  no longer remain among the cast out, and 
  desire a return to the Heavens.   
  Relations  
  Grigori love mortals and mortal life more 
  than 
  any 
  other 
  celestial 
  being, 
  but 
  understand our interest is spiritual not 
  physical. We care more about saving your 
  soul than we do about saving your life. This 
  can lead to some difficulty with those who 
  seek vengeance rather than justice, and 
  especially those who seek to punish the 
  wicked with death, for a mortal soul has a 
  greater chance of redemption while alive, 
  that it will have in death.  Therefore, while a 
  paladin might seek to kill an evil tyrant, we 
  might seek only to speak to him about the 
  error of his ways. For while he causes death 
  and misery to the living, he has no power 
  over their souls. We might punish him, and 
  imprison him, until he repents, and even 
  then we may execute him as penance for his 
  many sins for even with forgiveness, one 
  must do penance. These deeds often baffle 
  mortals who see only the suffering such a 
  tyrant is causing in the physical world.  
  Imagine the outrage of a mortal when an 
  angel kills an innocent child simply because 
  the angel’s deity desires its soul in Heaven. 
  That deity may reincarnate that soul 
  instantly or it the deity could transform it  
  into some celestial champion to stave off an 
  assault by some vile deity. As such, it can be 
  extremely difficult for any of me and my 
  kindred to maintain long lasting friendships 
  when we may not know or be forbidden to 
  speak of the reasons behind our orders and 
  4 
   
  
   
  our actions. Such is the nature of our 
  obedience and faith in the Heavens.So most 
  often we go in disguise among the mortal 
  world as advisors, sages, teachers and 
  mentors for we do not enjoy the company of 
  destructive beings be they the most righteous 
  of paladins or the holiest of angels. Even 
  when we do not go in disguise, we often walk 
  among you hidden from your mortal senses 
  by the power of providence or our heavenly 
  gifts.  
  Alignment and Religion 
  We do not simply chose good, we are good 
  incarnate, a physical manifestation of the 
  exalted concept of good, we are creations of 
  pure righteousness. We are holy, our very 
  existence 
  a 
  veneration 
  and 
  hallowed 
  existence. If I struck a fell creature of evil 
  with my hand, it would suffer injury where all 
  your mortal blows would leave nary a scratch 
  upon him. Good is not just a way of life to us, 
  but it is who we are. That being said, we still 
  have free will, and have many choices in front 
  of us, some chose the way of the archons 
  embracing what you mortals call Lawful 
  Good, and others embrace the way of the 
  azata becoming Chaotic Good. Most of my 
  people remain what you mortals call Neutral 
  Good, but this free will also allow us to 
  become exiles and rebels in mortal world, or 
  fall into the depths of Damnation though 
  praise the heaven these are very rare.    
  In Questhaven, we worship the gods as a 
  pantheon, each one controlling an aspect of 
  creation and each one worthy of the same 
  level of devotion, though some of us are 
  created only to worship a specific deity, or 
  ethos, though none of us without rebelling or 
  falling will worship a non-good deity. My 
  archon kindred cannot worship a non-lawful 
  deity, nor may my azata grigori worship a 
  non-chaotic deity. But again free will comes 
  back to haunt us and a few rebels and fallen 
  angels exist who serve other deities.  
  Since my exile to the Protectorate of 
  Questhaven, I have chosen to worship as a 
  5 
   
  
   
  member of the Great Church of the 
  Pantheon. I teach the reborn civilization here 
  as I may, although many angels of the church 
  shun me for being cast out, the church and 
  the Empyreal Lord Dharmaphim, who 
  governs the church for Our Sovereigns in 
  Heaven, accepts my service. He cannot 
  however lift my exile until we convince my 
  previous lord of my atonement.  I know 
  several grigori members of the exiled lion 
  host who have taken up similar service with 
  my Empyreal Lord, or deities such as Our 
  Grand Wright in Heaven, while many of the 
  archons have come to serve Our Queen of 
  Wisdom and Mercy, while the Azata have 
  primarily joined Our Fairest Lady of Love 
  and Song.  
  Adventurers:  
  Nearly all adventuring celestials are heavenly 
  exiles as the demands of a deity upon normal 
  angels destroy the bonds of friendship, such 
  companies usually demand. Several of my 
  exiled host have joined the Questors Society 
  to help guide its members or just a single 
  company away from wanton murder, theft 
  and destruction and toward righteous 
  service. Many azata make use of outright evil 
  companies to accomplish hallowed outcomes 
  via vile means, while the Bright Company 
  formed wholly of archons has gone off on a 
  righteous crusade to close portals to 
  Damnation. Many join these fellowships 
  with the goal of active and open protection of 
  the souls of the mortals they live with. Still 
  others to join an alliance that can slay one of 
  their monstrous offspring. Many members of 
  the exiled lion host like myself, found a new 
  patron to help us seek redemption for our 
  transgressions. Some angels not bound to a 
  particular deity, do it because they find it an 
  effective way to help those souls in need, 
  especially those souls that daemons are 
  consuming or those prevented from passing 
  on into their proper afterlife.    
  The angels that do serve deities directly are 
  rare but in my long existence, there are 
  examples, Shoshanna of Our Queen of 
  Wisdom and Mercy joined the Questors to 
  fight aberrations from the Dark Tapestry. 
  Kedar of Our Fairest Lady of Love and Song 
  was there simply because her goddess had 
  commanded it, I expect she was on some 
  secret mission but she would not speak of it, 
  and she may not even have known.  
  Names 
  Our names are given by our creator and as 
  such are often specific to the culture of that 
  religion, and are often followed by the name 
  of our host or our choir. Outside of 
  Questhaven where it is a taboo to speak the 
  name of a deity, non-exiled celestials often 
  add “of” followed by the name of our creator. 
  Below are listed the names given to grigori of 
  the Lion Host.  
  Ahisamach, Ammiel, Balaam, Bilhah, Carmi, 
  Dishon, Dumah, Eher, Ephraim, Gaddiel, 
  Geuel, Hanoch, Hilkiah, Ishuah, Izhar, 
  Japheth, Joab, Kedar, Kohath, Lael, Leah, 
  Machir, Midian, Nahath, Nebajoth, Ocran, 
  Oshea, Pagiel, Pharez, Phinehas, Rosh, 
  Reumah, 
  Shedeur, 
  Shoshana, 
  Taphath, 
  Tirzah, Uoab, Uzziel, Vashti, Vopheth, Yael, 
  Yerusha, Zibeon, Zohar 
   
  Grigori 
  Ability Score Racial Traits: Grigori are 
  observant and charming, but their physical 
  vessels are delicate. They gain +2 Wisdom 
  and +2 Charisma but a -2 Constitution. 
  Type: Grigori are humanoids with the 
  extraplanar, angel (though they do not 
  possess any other angel traits), and good 
  subtypes. Most grigori also have good 
  alignments; however, if their alignments 
  change, they retain the good subtype. Any 
  effect that depends on alignment affects a 
  grigori with this subtype as if the grigori has 
  a good alignment, no matter what its 
  alignment actually is. The grigori also suffers 
  6 
   
  
   
  effects according to its actual alignment. A 
  grigori with the good subtype overcomes 
  damage reduction as if its natural weapons 
  and any weapons it wields are good-aligned. 
  Size: Grigori are Medium creatures and thus 
  have no bonuses or penalties due to their 
  size. 
  Base Speed: Grigori have a base speed of 
  30 feet. 
  Languages: Grigori begin play speaking 
  Common and Celestial. Grigori with high 
  Intelligence scores can choose from the 
  following languages: Draconic, Dwarven, 
  Elven, Gnome, Halfling, and Sylvan. See the 
  Linguistics skill page for more information 
  about these languages. 
  Angelic Resistance: A Grigori may gain 
  acid, cold, electricity or fire resistance 5. 
  Once chosen this ability does not change.  
  Celestial Blood:  Grigori gains a +2 racial 
  bonus 
  on 
  saves 
  against 
  poison 
  and 
  petrification. 
  Watchful: Grigori gain a +2 bonus to 
  Perception and Sense Motive checks.  
  Darkvision: Grigori darkvision 60 ft. (they 
  can see perfectly in the dark up to 60 feet.)  
  Celestial Fertility (Ex): Grigori are 
  perfectly 
  compatible 
  with 
  mortal 
  humanoids. Grigori are as likely to conceive 
  with them as mortals are with those of their 
  own kind. Grigori who take human mates 
  become parents in short order. This ignores 
  all mundane, extraordinary, supernatural 
  effects and spells that would prevent 
  pregnancy including a man normally being 
  impotent or a woman being barren.  
  Alternate Racial Traits 
  Alternate Ability Score Racial Traits: 
  +2 Constitution, +2 Intelligence but a -2 
  Wisdom: Some grigori are tough and 
  knowledgeable but suffer from a foolish 
  fascination with mortal life that overrides 
  their common sense. 
  Angelic 
  Rapport: 
  Some 
  grigori 
  can 
  influence animals, celestial animals, and 
  celestial magical beasts as if they had the wild 
  empathy ability of a druid equal to their 
  character level. They do not suffer the 
  normal –4 penalty when using this ability on 
  a celestial magical beast. They also gain a +4 
  bonus to Handle Animal checks. This 
  replaces the watchful and celestial blood 
  racial trait. 
  Call Upon The Heavens: Some girgori 
  have a very close relationship with the deities 
  or empyreal lords in the celestial spheres; 
  they can call upon that being for help and 
  receive divine inspiration. Once per day they 
  may, at the beginning of their turn, active 
  this ability as a free action and gain the 
  benefit of a feat they do not have. They must 
  meet the prerequisites of the feat. They gain 
  the benefit of that feat until the beginning of 
  their next turn. This racial trait replaces 
  angelic resistance and watchful. 
  Celestial Crusader: Some grigori cannot 
  abide standing by and watching and use their 
  free will and choose to go to war against the 
  powers of ultimate evil. These individuals 
  gain a +1 insight bonus on attack rolls and to 
  AC against evil outsiders and a +2 racial 
  bonus on Knowledge (planes) and Spellcraft 
  checks to identify evil outsiders or items or 
  effects created by evil outsiders; they may 
  use these skills untrained for this purpose. 
  This racial trait replaces angelic resistance 
  and skilled. 
  Celestial Theurgy: Grigori natural talent 
  for magic often comes from Heaven, and a 
  few have the potential to use some of the 
  common 
  heavenly 
  magical 
  powers 
  regardless of how they learned to cast spells. 
  The following spells are considered part of 
  these grigori’s spell lists (spell level is equal 
  to the spell’s clerical spell level, or its paladin
  7 
   
  
   
  level if no cleric level is listed): aid, bless, 
  create food and water, cure critical wounds, 
  cure light wounds, cure moderate wounds, 
  cure serious wounds, dispel evil, flame 
  strike, holy aura, holy smite, holy word, 
  prayer, remove disease, stabilize, and 
  virtue. If they learn these spells as an arcane 
  spellcaster, they are arcane spells despite 
  their normally divine origin. This racial trait 
  replaces angelic resistance and celestial 
  blood. 
  Deathless Spirit: Particularly strong-
  willed grigori possess celestial spirits capable 
  of resisting the powers of death. They gain 
  resistance 5 against negative energy damage. 
  They do not lose hit points when they gain a 
  negative level, and they gain a +2 racial 
  bonus on saving throws against death effects, 
  energy drain, negative energy, and spells or 
  spell-like abilities of the necromancy school. 
  This racial trait replaces angelic resistance. 
  Halo: Some grigori possess the ability to 
  manifest halos. A grigori with this racial trait 
  can create light centered on her head at will 
  as a spell-like ability. When using her halo, 
  she gains a +2 circumstance bonus on 
  Intimidate checks against evil creatures and 
  on saving throws against becoming blinded 
  or dazzled. This racial trait replaces the 
  Darkvision racial trait. 
  Heavenborn: Born in the celestial realms, 
  grigori with this racial trait gain a +2 bonus 
  on Knowledge (planes) checks and they cast 
  spells with the good or light descriptor at +1 
  caster level. This racial trait replaces the 
  watchful and angelic resistance racial traits. 
  Immortal Spark: Grigori with this racial 
  trait defy the powers of death. They gain a +2 
  8 
   
  
   
  bonus on Knowledge (history) checks and 
  saving throws against death effects and can 
  use lesser age resistance once per day as a 
  spell-like ability. This racial trait replaces the 
  watchful and celestial blood racial traits. 
  Incorruptible: Occasionally, grigori arise 
  with the ability to ward away evil. Grigori 
  with this racial trait can cast corruption 
  resistance against evil once per day as a 
  spell-like ability. If an aasimar uses this 
  ability on herself, the duration increases to 1 
  hour per level. This racial trait replaces the 
  angelic resistance racial trait. 
  Lowlight Vision: Some grigori can see 
  twice as far as humans in conditions of dim 
  light. This racial trait replaces the darkvision 
  racial trait. 
  Smite Fiend: Similar to a paladin’s ability 
  to smite evil, some rare grigori gain the 
  supernatural ability to smite a fiend once per 
  day with one normal melee attack. They add 
  their Charisma bonus (minimum +1) to their 
  attack roll and deal 1 extra point of damage 
  per character level they possess against evil 
  outsiders. If they accidentally smite an 
  inappropriate creature, it has no effect, but 
  the use is still expended for that day. This 
  racial trait replaces angelic resistance. 
  Truespeaker: There are some grigori 
  whose language transcends all boundaries. 
  They gain a +2 bonus on linguistics and 
  sense motive checks, and they learn two 
  languages each time they gain a rank in 
  linguistics. 
  This 
  racial 
  trait 
  replaces 
  watchful. 
  Favored Class Bonuses 
  Angelic Paragon: Add +¼ point to the 
  angelic paragon's pool of providence (See 
  below). 
  Bard: Choose one bardic performance; treat 
  the 
  bard 
  as 
  +½ 
  level 
  higher 
  when 
  determining the effects of that performance. 
  Cleric: Add +½ to damage when using 
  positive energy against undead or using 
  Alignment Channel to damage evil outsiders. 
  Divine Channeler: Add +½ to damage 
  when using positive energy against undead 
  or using Alignment Channel to damage evil 
  outsiders (See The Secrets of Adventuring by 
  Rite Publishing). 
  Inquisitor: 
  Add 
  +½ 
  on 
  Intimidate, 
  Knowledge, and Sense Motive checks made 
  against outsiders. 
  Luckbringer: Add +¼ point to the angelic 
  paragon's pool of providence (See The 
  Secrets of Adventuring by Rite Publishing). 
  Monk: Add +¼ point to the monk's ki pool. 
  Oracle: Add +½ to the oracle’s level for the 
  purpose of determining the effects of one 
  revelation. 
  Paladin: Add +½ hit point to the paladin's 
  lay on hands ability (whether using it to heal 
  or harm). 
  Skald: Increase the skald’s total number of 
  raging song rounds per day by 1. 
  Sorcerer: Add +¼ to the sorcerer’s caster 
  level when casting spells with the good 
  descriptor. 
  Summoner: 
  Add 
  DR 
  1/evil 
  to 
  the 
  summoner's eidolon. Each additional time 
  the summoner selects this benefit, the 
  DR/evil increases by +½ (maximum DR 
  10/evil). 
  Warpreist: Gain a +⅓ bonus on the damage 
  dealt or healed with the warpriest’s channel 
  energy ability. 
  Age, Height, and Weight 
  Mortals age, and with age comes change. As 
  immortal beings, grigori do not age, they do 
  not become feebler nor do they grow wiser.  
  A player can choose any starting age she 
  wishes for her character she could be newly.  
  9 
   
  
   
  Each player should choose an appropriate 
  height and weight for her character’s size and 
  record it. To determine height and weight 
  randomly, use the “Grigori Height and 
  Weight” table below. Roll the height modifier 
  and add that many inches to the base height 
  to get the character’s height. Take that same 
  height modifier result and multiply it by the 
  weight modifier result. Add that many 
  pounds to the base weight to get the 
  character’s weight. 
  Grigori Height and Weight Table 
  Size  
  Base 
  Ht  
  Ht 
  Mod  
  Base 
  Wt  
  Wt 
  Mod 
  Medium   5’8"  
  +2d6”  250 
  lbs.  
  × 2d6 
  lbs. 
  Large  
  8’10” 
  +2d8”  900 
  lbs.  
  × 
  2d12 
  lbs. 
  Paragon Class 
  In most campaigns, the ideas of class and 
  race are separate concepts. However, with 
  racial paragon classes, the line between the 
  two becomes blurred. Racial paragons are, as 
  the name suggests, nearly ideal examples of 
  the strengths and abilities of the character's 
  race. Unlike members of other classes, 
  however, racial paragons are more than 
  merely powerful individuals. They are strong 
  in all the ways that their race is strong, while 
  still vulnerable in the ways that their race is 
  vulnerable. Beyond that, they possess powers 
  and capabilities that supersede those of 
  normal members of their race. While any 
  grigori might rise in power, prestige, and (in 
  game terms) level, few do so by gaining levels 
  in the standard character classes—the 
  majority are so in tune with their celestial 
  nature and racial abilities that they become 
  racial paragons. 
  Racial paragons rarely undergo the rigorous 
  training or study that members of other 
  classes commonly undertake between levels. 
  Their experience, wisdom, and heroic 
  abilities simply manifest in the form of 
  superior innate racial abilities. Despite this 
  strong association with race, racial paragons 
  need not have specific views or special 
  dedication to their race's beliefs or typical 
  attitudes (although many do). 
  Obviously, a character can only take levels in 
  the racial paragon class associated with his 
  race. A human cannot take levels in angelic 
  paragon—only 
  grigori 
  are 
  capable 
  of 
  reflecting the highest virtues of celestials by 
  gaining levels in the angelic paragon class. 
  Like the fighter, wizard, and other standard 
  character classes, racial paragon classes have 
  no prerequisites (other than being a member 
  of the appropriate race). Levels in racial 
  paragon classes are always considered to be 
  advancing in a favored class. 
  Angelic Paragon (Grigori 
  Paragon Racial Class) 
  Grigori can take up to twenty levels in 
  “angelic paragon,” each level represents the 
  character 
  growing 
  in 
  providence 
  and 
  heavenly gifts and possibly changing her 
  hierarchy in the heavenly spheres. Still not 
  all grigori choose to take paragon levels.  
  Alignment: Neutral Good 
  Starting Wealth: 1d6 × 10 gp (average 35 
  gp.) In addition, each character begins play 
  with an outfit worth 10 gp or less. 
  Class Skills: The angelic paragon’s class 
  skills are: Bluff (Cha), Craft (Int), Diplomacy 
  (Cha), 
  Fly 
  (Dex), 
  Intimidate 
  (Cha), 
  Knowledge 
  (planes) 
  (Int), 
  Knowledge 
  (religion) (Int), Perception (Wis), Ride 
  (Dex), Sense Motive (Wis), and Stealth 
  (Dex).  
  Skill Ranks per Level: 6 + Int modifier 
  10 
   
  
   
  Angelic Paragon Table (Grigori Paragon Racial Class 
  Level Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Celestial Armor 
  Special 
  Bonus 
  1st 
  +1 
  +2 
  +2 
  +0 
  +2 
  Ascended, Pool of 
  Providence, 
  2nd 
  +2 
  +3 
  +3 
  +0 
  +4 
  Heavenly Gift 
  3rd 
  +3 
  +3 
  +3 
  +1 
  +4 
  Providence  
  4th 
  +4 
  +4 
  +4 
  +1 
  +4 
  Heavenly Gift 
  5th 
  +5 
  +4 
  +4 
  +1 
  +6 
  Providence,  
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  +6 
  Heavenly Gift 
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  +8 
  Providence 
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  +8 
  Heavenly Gift 
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  +8 
  Providence 
  10th 
  +10/+5 
  +7 
  +7 
  +3 
  +10 
  Advanced Heavenly Gifts, 
  Heavenly Gift 
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  +10 
  Providence 
  12th 
  +12/+7/+2 
  +8 
  +8 
  +4 
  +12 
  Heavenly Gift 
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  +12 
  Providence 
  14th 
  +14/+9/+4 
  +9 
  +9 
  +4 
  +12 
  Heavenly Gift 
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  +14 
  Providence 
  16th 
  +16/+11/+6/+1 
  +10 
  +10 
  +5 
  +14 
  Heavenly Gift 
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  +16 
  Providence 
  18th 
  +18/+13/+8/+3 
  +11 
  +11 
  +6 
  +16 
  Heavenly Gift 
  19th 
  +19/+14/+9/+4 
  +11 
  +11 
  +6 
  +16 
  Providence 
  20th 
  +20/+15/+10/+5 
  +12 
  +12 
  +6 
  +18 
  Archangel, Heavenly Gift 
  Class Abilities 
  Celestial Armor (Ex): The number noted 
  here is the angelic paragon’s base total armor 
  bonus. Half the bonus rounded up is an 
  armor bonus while the remainder rounded 
  down is a natural armor bonus. An angelic 
  paragon cannot wear armor of any  
   
  kind, as the armor interferes with the angelic 
  paragon’s 
  divine 
  nature, 
  though 
  the 
  manifestation of the armor bonus may 
  appear to be armor.  
  Weapon Proficiencies: Angelic paragons 
  are proficient with their natural attacks, 
  greatswords, 
  heavy 
  maces, 
  javelins, 
  longbows, longswords, morning stars, and 
  warhammers.  
  Armor 
  and 
  Shield 
  Proficiencies: 
  Angelic paragons are not proficient with any 
  armor or shields. When wearing armor, an 
  angelic paragon loses his Celestial Armor 
  bonus, as well as all the points in his 
  providence pool along with her heavenly 
  gifts.  
  Ascended: At 1st level the angelic paragon 
  count as both humanoid and as an outsider 
  for any effect related to type or race 
  (banishment, charm person, raise dead, etc. 
  will all affect her), this includes feat 
  prerequisites.  If subject to a banishment she 
  would be banished to the plane of her home 
  deity, ethos, or emperyal lord. At 10th level 
  this changes so their creature type becomes 
  outsider with the native subtype
  11 
   
  
   
  Providences 
  Pool of Providence (Su): Starting at 1st 
  level, each day, the angelic paragon has a 
  pool of providence points equal to three plus 
  her class level, she cannot spend more than 
  one point of providence per round. At 1st 
  level, she can do any one of the following 
  three things. At every 2 levels after that she 
  can select an additional providence ability, 
  these abilities, can be changed whenever the 
  angelic paragon gains a new level, but they 
  are otherwise set. Unless otherwise noted, 
  each heavenly gift can only be selected once. 
  • 
  Celestial Weapon (Su) By expending 
  a point of providence as a swift action the 
  angelic 
  paragon 
  causes 
  any 
  manufactured weapon she uses to gain 
  the flaming special weapon ability for 1 
  minute.   
  At 5th level the weapon gains a +1 
  enhancement bonus for 1 minute. For 
  every four additional levels beyond 5th, 
  the 
  weapon 
  gains 
  another 
  +1 
  enhancement bonus, to a maximum of 
  +4 at 17th level. These bonuses can be 
  added to the weapon, stacking with 
  existing weapon enhancement to a 
  maximum of +5. Multiple uses of this 
  ability do not stack with themselves. 
  These bonuses can be used to add any 
  of the following weapon properties: 
  dancing, defending, disruption, flaming 
  burst, holy, keen, merciful, and speed. 
  Adding these properties consumes an 
  amount of bonus equal to the property’s 
  base price modifier. These properties are 
  added to any the weapon already has, but 
  duplicates do not stack (it cannot exceed 
  a +10 bonus). If the weapon is not 
  magical, at least a +1 enhancement bonus 
  12 
   
  
   
  must 
  be 
  added 
  before 
  any 
  other 
  properties (excluding flaming) can be 
  added. These bonuses and properties are 
  decided when the providence pool point 
  is spent and cannot be changed until the 
  next time the angelic paragon uses this 
  ability. These bonuses do not function if 
  the weapon is wielded by anyone other 
  than the angelic paragon. An angelic 
  paragon can only enhance one weapon in 
  this way at one time. If she uses this 
  ability again, the first use immediately 
  ends.  
  • 
  Soulfire (Sp) By expending a point of 
  providence as a standard action the 
  angelic paragon causes one target with 
  100 ft. to burst aflame with soulfire. This 
  deals 1d6 points of damage + 1d6 points 
  of damage for every two angelic paragon 
  levels she gains after 1st level (2d6 at 3rd, 
  3d6 at 5th, 4d6 at 7th , Etc.) A successful 
  Reflex Save (DC 10 + 1/2 the angelic 
  paragon’s class level + her Cha modifier) 
  results in half damage. Half the damage 
  dealt by soulfire is fire damage, but the 
  other half results directly from holy 
  power and is therefore not subject to 
  being reduced by resistance to fire-based 
  attacks. At 6th level she can activate this 
  as a move action.  
  Any non-good, living creature that 
  would be killed by soulfire damage must 
  make a Will saving throw (DC 10 +1/2 the 
  angelic paragon’s class level + her Cha 
  modifier); failure renders the subject 
  under the effects of a sequester spell with 
  a permanent duration, caster level equal 
  to her angelic paragon level. 
  • 
  Truespeech (Su) By expending one 
  point of providence as an immediate 
  action the angelic paragon can speak 
  with any creature that has a language, as 
  though using a tongues spell (caster level 
  equal to her angelic paragon level). At 
  10th level this becomes a constant ability 
  so long as she possesses one providence 
  point in her pool.  
  Advising Sprit (Su): As long as she 
  possess at least one providence point in her 
  pool the angelic paragon can send thoughts 
  up to 10 allied creatures within 100 feet as 
  easily as speaking. For the purpose of this 
  ability, allied creatures also include those 
  who serve, protect, or belong to the angel’s 
  chosen deity or ethos. The angelic paragon 
  cannot receive telepathic responses from the 
  target. This ability is often used to offer 
  counseling or suggest other courses of action 
  when the angel’s presence must remain 
  hidden. If the angelic paragon expends a 
  providence point this can be used to grant 
  the benefits of aid another skill use for any 
  Int, Wis, or Cha based skill. In those 
  circumstances, 
  the 
  recipient 
  usually 
  interprets the advice as unexpected insight 
  or divine inspiration.  This is a language 
  dependent ability. 
  Angelic Flair (Sp): As the angelic 
  paragon’s divine power grows, she gains a 
  small number of spell-like abilities. She 
  selects divine spells from the cleric/oracle 
  spell list based on her angelica paragon level 
  and the chart below. She many not select any 
  spell that opposes her alignment or her 
  subtypes. She may expend one point of 
  providence to cast a selected spell as a spell-
  like ability. The action required is equal to 
  the spell’s casting time. The caster level for 
  this spell is equal to her angelic paragon 
  level. These chosen spells are considered to 
  be part of the angelic paragon’s spell list for 
  the purposes of spell trigger and spell 
  completion items. Once the spell is selected 
  it cannot be changed even if the ability is 
  selected again. 
  Angelic Flair Table    
  Level Maximum Spell Level 
  3rd 
  1st or lower 
  7th 
  2nd or lower  
  11th 
  3rd or lower  
  13th 
  4th or lower  
   
  13 
   
  
   
  The angelic paragon must have a Charisma 
  score of at least 14 and angelic orisons to 
  select this providence.  
  Angelic Orisons (Sp): As long as the 
  angelic paragon possesses at least one 
  providence point in her pool she can cast a 
  basic divine spells as a spell-like ability (this 
  requires a standard action). Select 2 spells of 
  0th level from the cleric/oracle list.  At 7th 
  level, she gains access to 2 additional 0th 
  level spells.  At 13th level, she gains access to 
  further additional 2 0th level spells. These 
  chosen spells are considered to be part of the 
  angelic paragon’s spell list for the purposes 
  of spell trigger and spell completion items. 
  The caster level for this providence is equal 
  to her angelic paragon level. The save DC for 
  this providence is 10 + the angelic paragon’s 
  Cha modifier. The angelic paragon must have 
  a Charisma score of at least 10 to take this 
  providence. 
  Angelic Senses (Sp/Su): So long as the 
  angelic paragon possesses at least one 
  providence point in her pool she can at will 
  use detect evil, detect magic, discern lies, 
  and know direction as a spell-like ability 
  (this requires a standard action). She can 
  only use one of these at any given time with a 
  caster level equal to her angelic paragon 
  level.  
  She also gains darkvision 60 ft. (she can see 
  perfectly in the dark up to 60 feet.) or Low-
  Light Vision allowing her to see twice as far 
  as humans in conditions of dim light. 
  Whichever she does not possess.   
  She can expend one point of providence and 
  cast see invisibility as a spell-like ability (this 
  requires a standard action).    
  At 9th level once per week she can meditate 
  for 10 minutes and expend one point of 
  providence and cast commune as a spell-like 
  ability.  
  If she is at least a 17th level angelic paragon 
  and selects this providence a second time she 
  can expend a point of providence to cast 
  detect snares and pits and true seeing as 
  spell-like abilities (this requires a standard 
  action for each).   
  Angel of Death (Su): By expending her 
  entire pool of providence points as a 
  standard action the angelic paragon delivers 
  10 points of soulfire damage per angelic 
  paragon level. A successful Fortitude save 
  (DC 10 +1/2 the angelic paragon’s class level 
  + her Cha modifier) results in half damage. 
  The subject might die from damage even if it 
  succeeds on its saving throw. This is a 
  necromantic death effect with the fire and 
  good descriptors. The angelic paragon must 
  be at least 17th level to select this providence. 
  Angel of Terror (Su): By expending a 
  providence point as a swift action, the angelic 
  paragon can cause one target creature with 
  100 ft. to become frightened for 1d4+1 
  rounds. A successful Will save (DC 10 +1/2 
  the angelic paragon’s class level + her Cha 
  modifier) results in the subject being shaken 
  for one round. If the target fails its save by 5 
  or more it is panicked for 2d6 rounds, if it 
  fails by 10 or more it is cowering for 3d6 
  rounds.  A subject that makes its save is 
  immune to being affected again by this 
  angelic paragon’s angel of terror ability for 
  24 hours.  
  Angel of Judgement (Su): By expending 
  a providence point as a swift action, the 
  angelic paragon deals an extra 2d6 points of 
  divine damage with her next attack. In 
  addition, her opponent must make a Fort 
  save (DC 10 + ½ her angelic paragon level + 
  her Cha modifier). On a failed save, the 
  opponent takes 1d6 points of Str and Con  
  damage. Regardless of success or failure, the 
  subject is immune to being affected again by 
  this angelic paragon’s angel of judgement 
  ability for 24 hours. 
  An object, construct or undead creature 
  suffers the additional damage but must 
  instead make a Will save (Same DC) or gain 
  14 
   
  
   
  the broken condition until that damage is 
  healed instead of suffering the ability 
  damage. The angelic paragon must be at least 
  11th level to select this providence. 
  Astride the Ladder (Su): By expending 
  one providence point as a standard action, 
  the angelic paragon can enter the Astral 
  Plane. From here, she may expend another 
  point to arrive instantly in plane of her 
  patron deity, ethos or emperyal lord, one 
  chosen lower plane, and one chosen prime 
  material plane that can be reached via the 
  astral plane. These three planes must be 
  chosen at the time this ability is taken and 
  cannot be changed. You always arrive at the 
  last point you left that plane, though the first 
  time you arrive on a plane you have not 
  visited before it functions like plane shift.  
  You may also travel to other planes 
  accessible through the Astral Plane using 
  normal travel times. You may remain in the 
  Astral Plane as long as you wish, but as time 
  does not pass there, you cannot rest, recover 
  hit points from natural healing, or regain 
  spells or uses of special abilities, etc. At 13th 
  level, the angelic paragon can perform this as 
  a move action, and at 17th as a swift action. 
  The angelic paragon must be at least 9th level 
  to select this providence.  
  Aura of Forgotten Presence (Su): At 
  times, angelic paragons must go unnoticed 
  by the people they watch over. So long as the 
  angelic paragon possesses one providence 
  point in her pool she generates this aura. The 
  angelic paragon can activate or deactivate 
  this aura (doing so is not an action), which 
  has a 30-foot radius, at any time, she can also 
  select specific targets within the aura to not 
  be affected. All creatures within the radius 
  must make a Will saving throw (DC 10 +1/2 
  15 
   
  
   
  the angelic paragon’s class level + her Cha 
  modifier). Those who fail their saves forget 
  all angel and her allies there and lose any 
  memories of the angels and her allies dating 
  back one minute into the past. Those who 
  succeed 
  at 
  the 
  saving 
  throw 
  remain 
  unaffected. Creatures must save every round. 
  The aura does not work on the angel’s 
  opponents, enemies, creatures the angel 
  wishes to harm, or creatures intending to 
  harm the angel’s charges or allies. In short, it 
  only works on creatures the angel would 
  want to protect. The aura does work on guard 
  animals and other creatures trained to 
  protect and serve those the angels protect, 
  whether or not the target considers itself in 
  that category. A temple guard dog, for 
  example, is still affected because it is trained 
  to guard the temple, even though it has no 
  concept of the temple’s purpose or the faith 
  it embodies. This is an enchantment (charm) 
  mind-affecting ability. 
  An angelic paragon can affect a single target 
  creature within the radius that it does not 
  wish to protect, such as her foes and foes of 
  her charges, protected and allies. To do so 
  she must expend a providence point as a 
  swift action.  The creature is granted a saving 
  throw against the effect. A successful save 
  makes the creature immune to the same 
  angelic paragon’s aura of forgotten presence 
  for 24-hours.   
  Brand of the Impenitent (Su): By 
  expending one providence point as a swift 
  action the angelic paragon can brand a 
  judged individual within 30 feet. The target 
  must succeed at a Will save (DC 10 +1/2 the 
  angelic paragon’s class level + her Cha 
  modifier) or be branded with a painless, 
  glowing icon on its chest—usually the holy 
  symbol of the deity, ethos, or sigil of the 
  empyreal lord the angelic paragon serves. 
  Angelic paragons that select this providence 
  are usually known as Balisse. This brand 
  lasts for a number of days equal to the angelic 
  paragon's level. Anyone who attacks the 
  branded target gains a +2 sacred bonus on 
  weapon attack and damage rolls and a +2 
  sacred bonus on caster level checks to 
  overcome the target's spell resistance.  The 
  angelic paragon must possess the angel 
  subtype to select this providence.  
  Celestial Beacon (Su): So long as the 
  angelic paragon possesses one providence 
  point in her pool she amplifies all positive 
  and good aspects of her nature, giving her 
  power to resist the attacks of evil creatures. 
  She can activate or suppress this ability as a 
  swift action. She gains a +2 sacred bonus to 
  Armor Class and saves against attacks made 
  by creatures with an evil alignment. Because 
  her angelic nature shines so brightly, 
  creatures with an evil alignment can see her 
  as clearly as a campfire on a clear night, even 
  though objects, fog, smoke, mist, normal 
  (and 
  magical) 
  darkness. 
  This 
  also 
  automatically makes her visible to evil 
  creatures even if she is invisible.  
  Glare of Rapture (Su): The angelic 
  paragon can expend one providence point as 
  a standard action and glare at his opponents.  
  One non-good creature within 30ft must a 
  successful Will save (DC 10 +1/2 the angelic 
  paragon’s class level + her Cha modifier) or 
  suffer awe-inspiring euphoria that inflicts a 
  penalty on attack rolls, skill checks, and 
  ability checks equal to the 1+ 1/3 the angelic 
  paragon’s class level and also suffer 2d6 
  soulfire damage each round for 1 round per 
  angelic paragon class level. The subject gets 
  a new saving throw each round to end the 
  damage but this does not negate the penalty.   
  For every five class levels, the angelic 
  paragon can target an additional creature 
  with this ability (maximum 5 at 20th level). 
  At 6th level, the angelic paragon can perform 
  this as a move action. 
  Governance of the Soul (Su): The 
  angelic paragons with this ability are often 
  referred to as dynamis and serve as wardens 
  of the souls of mortals. The angelic paragon 
  can expend a providence point as a free  
  16 
   
  
   
  action even if it is not her turn, and grant a 
  subject within 100 ft. that she is aware of, a 
  +4 sacred bonus on saves against all death 
  spells and magical death effects, and any 
  effects that directly attack souls (such as the 
  trap the soul spell). The subject is granted a 
  save to negate such effects even if one is not 
  normally allowed. The subject is also 
  immune to energy drain and any negative 
  energy effects, including channeled negative 
  energy until the start of the angelic patron’s 
  turn. This effect does not remove negative 
  levels that the subject has already gained, but 
  it does remove the penalties from negative 
  levels until the start of the angelic paragon’s 
  turn. This ability does not protect against 
  other sorts of attacks, even if those attacks 
  might be lethal. The angelic paragon must be 
  at least 9th level to select this providence. 
  Glorious Halo (Su): The angelic paragon 
  can expend one providence point as a swift 
  action and manifest a halo of angelic power 
  shining with blue, gold, silver, or white light. 
  This energy gives her an enhancement bonus 
  to a single ability score of her choice equal to 
  1/2 her angelic paragon level (maximum 
  +10) for one round. The light is the 
  equivalent of a torch. The halo does not have 
  to be a halo in the traditional sense. It can be 
  a shape more appropriate to your patron or 
  the powers you serve. For example, an angel 
  serving the phoenix goddess might have a 
  halo that looks like white fiery wings, while 
  that of a servant of the god of vigilance might 
  have a halo that looks like a helm of blue 
  electricity. The angelic paragon must be at 
  least 9th level to select this providence. 
  Guardian Angel (Su): If there is an ally 
  adjacent to the angelic paragon, she can 
  expend 
  one 
  providence 
  point 
  as 
  an 
  immediate action and create a mystic 
  connection between herself and her ally so 
  that all of its wounds from a single attack 
  transfer to her. The ally takes no damage 
  from a single attack (including those dealt by 
  special abilities) that deals hit point damage, 
  ability damage, ability drain, level drain or 
  death effects. The amount of damage not 
  taken by the warded ally is taken by the 
  angelic paragon. Forms of harm that do not 
  deal the types listed above such as blown 
  away, charm, compulsion, and knocked 
  down conditions and effects, are not affected. 
  Also she can expend one providence point as 
  a swift action and instantly exchange 
  locations with a helpless ally within  400 ft. 
  + 40 ft./angelic paragon level she is aware of. 
  She can bring along attended objects as long 
  as their weight does not exceed her 
  maximum load. She may also bring her 
  celestial companion (carrying gear or objects 
  up to its maximum load). Her and her 
  celestial companion to be transported must 
  be within her reach for the companion to be 
  transported. 
  In addition If there is an ally adjacent to the 
  angelic paragon who is about to fall, she can 
  grab hold of that ally and attempt to stop his 
  fall as long as she possesses at least one point 
  of providence in her pool (This is not 
  considered an action). If the ally weighs more 
  than the paragon’s maximum load and/or a 
  Strength check is required (subject to GM 
  adjudication), she gains a sacred bonus to the 
  Strength check equal to half her angelic 
  paragon level (maximum +10). 
  Finally the angelic paragon can expend her 
  entire providence pool as an immediate 
  action and open up a brief but powerful 
  divine conduit between herself and all her 
  target allies within 100 ft. (she can exclude 
  allies) taking on the damage and any other 
  effects those chosen allies suffer. When an 
  ally in range is hit by an attack or fails a 
  saving throw, the angelic paragon can 
  expend her entire providence pool and the 
  wounds 
  and/or 
  effects 
  are 
  magically 
  transmitted to her instead of the target. She 
  is affected as if she were hit by the attack or 
  failed the saving throw, taking all the damage 
  and suffering all of the adverse effects. Any 
  resistances or immunities she has are  
  17 
   
  
   
  18 
   
  
   
  applied normally, but she cannot otherwise 
  reduce or negate the damage or effects in any 
  way. She can use this ability against an effect 
  that also targets her or includes her in its 
  area; she suffers the effects for herself and 
  the target allies you spared, potentially 
  taking 
  damage 
  or 
  suffering 
  other 
  consequences multiple times. 
  Hide from Mortal Eyes (Sp): The angelic 
  paragon can expend one providence point 
  and become invisible as a standard action.  
  This ability is identical to the invisibility 
  spell except that Outsiders, and creatures 
  with the extraplanar subtype see through this 
  illusion automatically. The angelic paragon 
  can select this providence a second time and 
  use this as greater invisibility as well (this 
  also requires a standard action to activate). 
  The angelic paragon must be at least 5th level 
  to select this providence, and be at least 9th 
  level to select it a second time. 
  Heaven’s Charge (Su): The angelic 
  paragon can expend one providence point as 
  a swift action when making a charge action 
  to attack an opponent, if she does, she hurls 
  herself through the air like a living projectile. 
  The tremendous divine force she calls upon 
  creates a blazing shield of soulfire around her 
  that can scorch her foe. If her attack hits, she 
  deals an extra 6d6 points of soulfire damage 
  in addition to her attack’s normal damage, 
  she gets a free trip attack on her foe (+4 
  CMB), and her foe must make a Fort save 
  (DC 10 + ½ her angelic paragon level + her 
  Cha modifier) or be blinded for 1d4+1 
  rounds. Regardless of a successful save or not 
  the subject is after that immune to this 
  angelic paragon’s heaven’s charge for 24 
  hours. This extra damage is not multiplied on 
  a critical hit or a similar effect.  
  When making this charge, the angelic 
  paragon is considered to be flying and gains 
  a +10 ft. enhancement bonus to her speed. 
  She can move over pits and other hazards, 
  but she lands in the space where her charge 
  ends and suffers any drawbacks for standing 
  there after resolving her attack (unless the 
  angelic paragon can fly). The angelic paragon 
  must be at least 11th level to select this 
  providence. 
  Humanoid Form (Su): –The angelic 
  paragon gains the ability by expending a 
  point for her pool of providence to assume 
  the appearance of a specific humanoid 
  creature chosen at the time this ability is 
  selected, but retains most of its own physical 
  qualities. The angelic paragon cannot change 
  shape to a humanoid form more than one 
  size category smaller or larger than its 
  original form (if it changes from Large to 
  Medium it loses all the benefits of the Large 
  greater heavenly gift). This ability functions 
  as an alter self spell (and as such she loses all 
  form 
  dependent 
  extraordinary 
  and 
  supernatural abilities), but the angelic 
  paragon does not adjust its ability scores. As 
  long as she has at least one point in her pool 
  of providence, the angelic paragon can 
  remain in this alternate form indefinitely. 
  Mirror Image (Sp):  The angelic paragon 
  gains the ability to confuse others about the 
  number of angels present. The angelic 
  paragon can expend one providence point as 
  a standard action to generate a mirror image 
  though she can have no more than eight 
  images present at any time. This ability does 
  not work when eight images are already 
  present. It is because of this ability that a 
  group of angelic paragons can look like a 
  small army. This effect has caused many folk 
  who see visions of Heaven to be confused 
  into thinking that tens of thousands of these 
  angels guard a heavenly throne.  
  Piercing Hymn (Su): By expending a 
  providence point as a standard action an 
  angelic paragon can launch a concentrated 
  blast of sonic energy from its mouth. Angelic 
  paragons that possess this ability are usually 
  known as chorals. This attack has a range of 
  90 feet with no range increment. The target 
  creature struck by the angelic paragon's 
  piercing hymn suffers 1d6 sonic damage + 
  19 
   
  
   
  1d6 sonic damage for every 5 angelic paragon 
  levels. In addition the target must succeed at 
  a Fortitude save (DC 10 +1/2 the angelic 
  paragon’s class level + her Cha modifier) or 
  be deafened for 1d4 minutes.  The angelic 
  paragon must possess the angel subtype to 
  possess this providence. At 6th level, she can 
  perform this ability as a move action.   
  Possess Mortal (Sp):  By expending a 
  providence point as a standard action an 
  angelic paragon can take over a mortal 
  humanoid creature’s mind. This functions 
  like the magic jar spell, (caster level equal to 
  her angelic paragon level) allowing the 
  angelic paragon take control of a nearby 
  body. However, unlike magic jar, the angelic 
  paragon does not need a gem or crystal, and 
  instead of her soul leaving her body, her body 
  becomes pure spirit, entering the new 
  possessed mortal form. As a standard action, 
  the angelic patron may leave her host (which 
  ends the possession) and reform in her body 
  or wait for the effect to end. The target 
  humanoid may resist the possession attempt 
  with a Will save (DC 10 + half her angelic 
  paragon class level + her Cha modifier). An 
  unwilling possessed creature can attempt a 
  new saving throw every 10 minutes to force 
  you out of its body. A creature the 
  successfully saves is immune to this angelic 
  paragon’s possess mortal ability for 24-
  hours. The angelic paragon must be at least 
  11th level to select this providence. 
  Purifying Light (Su): By expending a 
  providence point as a swift action an angelic 
  paragon can bathe any ally within 100 ft. 
  with a soothing divine light granting a victim 
  a second saving throw with a +2 sacred 
  bonus against any unwanted effect with a 
  duration other than instantaneous. If the 
  effect has no saving throw or the ally fails this 
  second saving throw this ability has no effect.  
  Radiant Blast (Su): By expending her 
  entire pool of providence points as a 
  standard action the angelic paragon releases 
  a cone-shaped blast of heavenly radiance to a 
  range of 60 feet that deals 1d6 points of 
  divine damage per angelic paragon class level 
  and blinds any creature in the area (as the 
  blindness spell) for 3d6 minutes. Affected 
  creatures can make a successful Reflex save 
  (DC 10 +1/2 the angelic paragon’s class level 
  + her Con modifier) to halve the damage and 
  avoid being blinded.  
  Solar’s Arrows (Su) The angelic paragon 
  takes on the appearance of a solar angel and 
  is referred to as a solar. By expending one 
  point of providence as a swift action, the 
  angelic paragon needs no ammunition, and 
  automatically creates one slaying arrow of 
  the angelic paragon’s choice when her 
  longbow is drawn. The angelic paragon must 
  possess the angel subtype and be at least 19th 
  level to select this providence. 
  Soulfire Substitution (Su): By expending 
  a providence point as a move action an 
  angelic paragon can modify any spell or 
  spell-like ability she casts, magic item she 
  activates, or effect she creates (such as her 
  flaming weapon providence) that possesses 
  an energy descriptor and deals damage to use 
  soulfire instead. The effect's descriptor 
  changes to good and fire—for example, a 
  cone of cold composed of soulfire energy is 
  an evocation [good, fire] spell. 
   
  Heavenly Gifts:  
  At 2nd level and ever 2 levels thereafter the 
  angelic paragon receives an angelic gift, 
  these abilities, can be changed whenever the 
  angelic paragon gains a new level, but they 
  are otherwise set. Some heavenly gifts 
  require the angelic paragon have a specific 
  subtype, a specific level or possess another 
  ability before they can be chosen. Unless 
  otherwise noted, each heavenly gift can only 
  be selected once. 
  Divine Skill (Ex): the angelic paragon 
  gains Skill Focus as a bonus feat.  
  20 
   
  
   
  Celestial Channeling (Su): The angelic 
  paragon can channel positive energy a 
  number of times per day equal to her 
  Charisma bonus (minimum 1/day), as a 
  cleric equal to her angelic paragon level -2. 
  The angelic paragon. If she gains or 
  possesses the channel energy class feature, 
  she loses this ability and must select a 
  different heavenly gift. 
  Flight (Ex): The angelic paragon grows 
  large wings, like those of a bird, gaining the 
  ability to fly. She gains a fly speed equal to 
  her base speed. The angelic paragon’s 
  maneuverability 
  depends 
  on 
  her 
  size. 
  Medium 
  paragon’s 
  have 
  good 
  maneuverability. 
  Large 
  paragons 
  have 
  average 
  maneuverability. 
  The 
  angelic 
  paragon’s fly speed can be increased by 
  taking this ability a second time increasing it 
  by 30 ft. The angelic paragon must be at least 
  6th level before selecting this heavenly gift. 
  Golden Icon (Su): Angelic paragons who 
  carry one of these objects appear garbed in 
  white robes, a golden belt, and a green stole, 
  and gain a confidant gaze and commanding 
  voice. A golden icon normally has the shape 
  of a golden rod. As a move action, the angelic 
  paragon can transform the rod into a staff, 
  orb, holy symbol, longsword, or back into rod 
  form. All of these are made of gold hardened 
  to the strength of steel. The powers of the 
  icon depend upon its current shape, and they 
  only work when held in hand by the angelic 
  paragon. As a rod, it gives her a +4 
  enhancement bonus to Wisdom. As a staff, it 
  gives her a +4 enhancement bonus to 
  Charisma. As an orb, it transmits messages 
  as a message spell (caster level equal to the 
  angelic paragon’s class level) as a standard 
  action by expending a point of providence. As 
  a holy symbol, it allows the angel to channel 
  energy as a 3rd-level good cleric. The angelic 
  paragon gains the normal number of uses of 
  channel energy per day, but she can only use 
  them when the icon is in holy symbol form 
  and each uses costs a point of providence. In 
  longsword form, it is a +1 longsword, though 
  it can be enhanced further. If separated from 
  its owner, the icon becomes nonmagical lead 
  until the angelic paragon recovers it (the 
  longsword can still be enchanted in this 
  form); the golden icon can be broken though 
  it cannot be ruined unless the angelic 
  paragon is slain first. The angelic paragon 
  must be at least 6th level before selecting this 
  heavenly gift. 
  Greater Angelic Resistance (Ex): The 
  angelic 
  paragon 
  gains 
  acid 
  and 
  cold 
  resistance 10, she also gains a +4 racial save 
  bonus vs. poison and petrification. 
  Improved Damage (Ex): One of the 
  angelic 
  paragon’s 
  natural 
  attacks 
  is 
  particularly deadly. Select one natural attack 
  form and increase the damage die type by 
  one step. This heavenly gift can be selected 
  more than once. Its effects do not stack. Each 
  time the angelic paragon selects this 
  heavenly gift, it applies to a different natural 
  attack. 
  Lesser Protective Aura (Su): The angelic 
  paragon gains a lesser form of the protective 
  aura possessed by more powerful angels. 
  This protective aura grants the angelic 
  paragon a +2 deflection bonus to its AC 
  against evil foes, and a +2 resistance bonus 
  on all saving throws made against evil effects 
  or spells cast by evil creatures. This aura 
  extends to a radius of 5 feet, but can only 
  benefit one additional creature other than 
  the angelic paragon at any one time.  This 
  protective aura is fragile, and as soon as an 
  evil creature successfully strikes the angelic 
  paragon, or as soon as she fails a saving 
  throw against an evil source, its protective 
  aura fades away and is no longer applicable. 
  The angelic paragon can reactivate its 
  protective aura by spending 1 minute 
  concentrating upon the task. 
  Nature’s Pacifism (Su) Animals and plant 
  creatures do not willingly attack the angelic 
  paragon, though they can be forced to do so  
  21 
   
  
   
  by magic (opposed Charisma check). Angelic 
  paragons that possess this ability are usually 
  known as Movanic Devas and take on their 
  appearance (all sharp lines and angles, 
  muscular but lean). If the angelic paragon 
  attacks a plant or animal, its protection 
  against that creature ends. An angelic 
  paragon must possess the angel subtype to 
  select this heavenly gift. 
  Nomina Barbara (Ex): The angelic 
  paragon’s truename name changes becoming 
  strange 
  and 
  difficult 
  to 
  pronounce, 
  transcribe, or translate, thwarting those who 
  would try to bind or banish her. The angelic 
  paragon gets a +8 bonus to saving throws 
  against spells that imprison or send away 
  outsiders, such as banishment, binding, 
  dismissal, dispel good, and planar binding. 
  Any spell resistance you possess vs. these 
  spells is increased by 4.  
  Perfect 
  Memory 
  (Su): 
  The 
  angelic 
  paragon now possesses perfect memories 
  and remembers everything they see or hear. 
  Angelic paragons that possess this ability are 
  usually known as Cassisians and take on 
  their appearance (graceful, with a finely 
  crafted golden helm, decorated with intricate 
  filigree). 
  They 
  can 
  faultlessly 
  recite 
  conversations they heard hundreds of years 
  before. They also have the power to erase 
  portions of their own memories, which they 
  do (usually under orders from superior 
  angels) to protect sensitive information. An 
  angelic paragon must possess the angel 
  subtype to select this heavenly gift.  
  Protected 
  Life-Force 
  (Su): 
  Angelic 
  paragons are never harmed by positive-
  dominant or negative-dominant planar 
  traits. 
  Protector of Religion (Su): Angelic 
  Paragon’s with this gift are often called 
  22 
   
  
   
  principalities and take on the appearance of 
  one (wise and kind members of the most 
  common race in their religion, often with 
  stereotypical features of that race or subrace) 
  She gains a +2 sacred bonus to Armor Class, 
  saves, and checks when within an area 
  dedicated to her chosen deity or ethos or 
  defending a worshiper of that ethos or deity’s 
  church. Watching over a specific area 
  concentrates a principality’s attention for a 
  greater bonus. This worshiper cannot be a 
  Player Character, cohort, familiar, or animal 
  companion.  
  The principality choses a single site (such as 
  a temple) and its congregation (if any), when 
  defending this site or a member of that 
  congregation the sacred bonus is +4. 
  Principalities can only change their chosen 
  attunement, 
  but 
  it 
  takes 
  1 
  week 
  of 
  uninterrupted meditation. 
  Sacrificial Healing (Su): An angelic 
  paragon can sacrifice its own health to heal 
  another creature. As a standard action, the 
  angelic paragon can sacrifice up to 2 hit 
  points per angelic paragon level and then 
  touch the target creature, healing the 
  creature for half the amount sacrificed. 
  Slam (Ex): An angelic paragon can deliver 
  2 devastating slam attacks. These attacks are 
  primary natural attacks. A slam deals 1d8 
  points of damage (2d6 if Large) plus her 
  strength modifier.  
  Spell Resistance (Su): An angelic paragon 
  is protected against magic, gaining spell 
  resistance. Her spell resistance is equal to 5 
  + her angelic paragon level. At 10th level the 
  base SR increases from 5 to 11.  
  Steward 
  of 
  Nations 
  (Su): 
  Angelic 
  Paragon’s with this gift are often called 
  principalities and take on the appearance of 
  one (wise and kind members of the most 
  common race in their chosen area, often with 
  stereotypical features of that race or 
  subrace). These angelic paragons gain a +2 
  sacred bonus to Armor Class, saves, checks, 
  when within their chosen nation. As with the 
  protector of religion ability, watching over a 
  smaller 
  area 
  concentrates 
  the 
  angel’s 
  attention for a greater bonus. A principality 
  choses a single town (or tribe, if the 
  civilization tends to move) within that nation 
  and its outlying territory she gets a +4 sacred 
  bonus, she also choses a city within the 
  nation (often the capital or the closest city to 
  the chosen town) within that city and its 
  outlying lands she gets a +3 sacred bonus.  
  Principalities  
  can only change their chosen attunement 
  through the action of their deity or an angelic 
  superior. Free or Rebel principalities can do 
  so under their own power, but it takes one 
  week of uninterrupted meditation. 
   
  Summon 
  Celestial 
  (Sp): 
  Angelic 
  Paragon’s with this gift can cast a summon 
  monster I as a spell-like ability once per day.  
  She can cast this spell as a standard action 
  and the creatures remain for 1 minute per 
  level (instead of 1 round per level). At 4th 
  level, and every 2 levels thereafter, she can 
  select this ability and the power of this ability  
  increases by one spell level for that selected 
  heavenly gift (it does not increase any 
  previously selected heavenly gifts), allowing 
  her to summon more powerful creatures (to 
  a maximum of summon monster IX at 18th 
  level). At 20th level, this ability can be used 
  as gate or summon monster IX. If used as 
  gate, the angelic paragon must pay any 
  required material components.  
  An angelic paragon cannot have more than 
  one summon monster or gate spell active in 
  this way at one time. If this ability is used 
  again, any existing summon monster or gate 
  immediately ends. These summon spells are 
  considered to be part of the angelic paragon’s 
  spell list for the purposes of spell trigger and 
  spell completion items. In addition, she can 
  expend uses of this ability to fulfill the 
  construction requirements of any magic item 
  she creates, so long as she can use this ability 
  to cast the required spell. 
  23 
   
  
   
  Summon Celestial Table 
  Level Selected  
  Spell Effect 
  Level Selected 
  Spell Effect 
  2nd 
  summon monster I 
  12th 
  summon monster VI 
  4th  
  summon monster II 
  14th 
  summon monster VII 
  6th  
  summon monster III 
  16th 
  summon 
  monster 
  VIII 
  8th 
  summon monster IV 
  18th 
  summon monster IX 
  10th   
  summon monster V  
  20th 
  summon monster IX 
  or gate 
   
  Advanced Heavenly Gift:  
  The Angelic Paragon must be at least 10th 
  level to select these heavenly gifts.   
  Angelic Immunity (Ex): The angelic 
  paragon becomes immune to acid, cold, or 
  petrification. The angelic paragon can select 
  this ability two additional times selecting one 
  of the other types each time. Your resistance 
  to electricity and fire become 10 (even if you 
  do not possess any). The angelic paragon 
  must 
  be 
  possess 
  the 
  greater 
  angelic 
  resistance to select this advanced heavenly 
  gift.  
  Aura of Goodness (Su): The angelic 
  paragon radiates an aura in a 30-foot radius 
  spread around its form. Any non-evil 
  creature in this area must succeed on a Will 
  save (DC 10 +1/2 the angelic paragon’s class 
  level + her Cha modifier) or be overcome 
  with awe and unable to attack the angelic 
  paragon for 1 round. 
  Evil creatures within the area must make a 
  successful Will save (Same DC) or be unable 
  to even look at the angelic paragon for one 
  day. An affected evil creature treats the 
  angelic paragon as if it were invisible. On a 
  successful save, a creature is immune to the 
  aura of goodness of that angelic paragon for 
  24 hours.  The angelic paragon must possess 
  the angel subtype to select this advanced 
  heavenly gift. 
  Confusion 
  Aura 
  (Su): 
  The 
  angelic 
  paragon radiates a 5’ radius aura of 
  confusion (as the spell of the same name) 
  that affects only the angel’s opponents for 1 
  round. A successful Will save (DC 14 + her 
  Cha modifier) negates this effect. A creature 
  that saves against the angelic paragon’s 
  confusion aura is immune to it for 24 hours.  
  Damage Reduction (Ex/Su): The angelic 
  paragon gains DR 5/cold iron or evil; At 16th 
  level, this protection can be increased to DR 
  10 and becomes cold iron and evil by 
  selecting this ability a second time. 
  Deva’s Hammer (Su): Angelic paragon’s 
  who possess this gift are often called astral 
  devas and take on the appearance of one. 
  When the angelic paragon strikes an 
  opponent twice in one round with the same 
  warhammer, that creature must succeed on a 
  Fort save (DC 10 +1/2 the angelic paragon’s 
  class level + her Str modifier) or be stunned 
  for 1d6 rounds. Regardless if the save is 
  successful or not the creature is immune to 
  this angelic paragon’s deva’s hammer for 24 
  hours. The angelic paragon must possess the 
  angel subtype and be at least 17th level before 
  selecting this advanced heavenly gift. 
  Deva’s Mace (Su): Angelic paragon’s who 
  possess this gift are often called monadic 
  devas and take on their appearance (all sharp 
  lines and angles, muscular but lean). If she 
  strikes an opponent twice in 1 round with the 
  same heavy mace, it takes the weapon’s 
  damage dice plus 1 and a half the angelic 
  paragon’s Str modifier as extra damage.  The 
  angelic paragon must possess the angel 
  subtype before selecting this advanced 
  heavenly gift. 
  24 
   
  
   
  Fast Healing (Su): The angelic paragon’s 
  body gains the ability to heal wounds very 
  quickly, giving it fast healing 1. She heals 1 
  point of damage each round. This fast 
  healing does not restore hit point damage 
  dealt by cold iron or evil weapons or effects, 
  nor those lost due to starvation, thirst, or 
  suffocation, nor does it allow her to regrow 
  lost body parts (or to reattach severed parts). 
  Fast healing functions as long as the angelic 
  paragon is alive. 
  Hallowed Bond (Ex):  The angelic 
  paragon gains the service of an unusually 
  intelligent, strong, and loyal celestial animal. 
  This animal possesses the celestial creature 
  simple template and becomes a magical 
  beast for the purposes of determining which 
  spells affect it. This bonded creature 
  functions as a druid's animal companion, 
  using the angelic paragon's level as her 
  effective druid level. Bonded companions 
  have an Intelligence of at least 6. 
  As a full-round action, an angelic paragon 
  may magically call her celestial companion to 
  her side. This ability is the equivalent of a 
  spell of a level equal to one-third the angelic 
  paragon's level. The mount immediately 
  appears adjacent to the angelic paragon. An 
  angelic paragon can use this ability twice per 
  day at 12th level, and one additional time per 
  day at for every 4 levels thereafter, for a total 
  of four times per day at 17th level.  
  At 15th level, the celestial companion gains 
  spell 
  resistance 
  equal 
  to 
  the 
  angelic 
  paragon's level + 11.  
  25 
   
  
   
  Should the angelic paragon's companion die, 
  she may not summon another for 30 days or 
  until she gains an angelic paragon level, 
  whichever comes first. During this 30-day 
  period, she takes a –1 penalty on attack and 
  weapon damage rolls. The angelic paragon 
  must be at least 12th level before selecting 
  this advanced heavenly gift. 
  Large (Ex): An angelic paragon grows in 
  size, becoming Large. The paragon gains a 
  +8 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 bonus to her natural 
  armor. She takes a –2 penalty to her 
  Dexterity. This size change also gives her a –
  1 size penalty to her AC and on attack rolls, a 
  +1 bonus to her CMB and CMD, a –2 penalty 
  on Fly skill checks, and a –4 penalty on 
  Stealth skill checks. She also gains a 10-foot 
  reach. The angelic paragon must be Medium 
  to select this advanced heavenly gift. 
  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 the angelic 
  paragon. Otherwise, it functions as a magic 
  circle against evil effect and a lesser globe of 
  invulnerability, both with a radius of 20 feet 
  (caster level equals her angelic paragon 
  level). The angelic paragon must possess the 
  angel subtype and lesser protective aura 
  before selecting this advanced heavenly gift. 
  Summon Ally (Su): The angelic paragon 
  may designate one person known to her, to 
  be 
  considered 
  a 
  favored 
  ally 
  (This 
  designation takes a standard action, but once 
  done it lasts until changed.). She can possess 
  no more than 4 favored allies, +1 for every 2 
  class levels she possesses beyond 10th, at any 
  one time.  When she focuses and the name of 
  the favored ally is spoken, that person is 
  called to the spot (a standard action) 
  appearing at the angelic paragon’s location 
  along with his gear, even if the angelic 
  paragon and the subject are not on the same 
  plane. The favored ally knows who is 
  attempting to teleport him, and this heavenly 
  gift only functions on willing travelers. The 
  same favored ally cannot be summoned in 
  this manner more than once per day. This is 
  a conjuration (teleportation) effect.  
   
  Archangel (Ex):  
  At 20th level, the angelic paragon is elevated 
  from traditional hierarchy of angels to a 
  personal servant of a deity, ethos, or 
  empyreal lord.  This has several effects, 
  including changing the angelic paragons type 
  to outsider.  
  The angelic paragon gains a host of celestials. 
  This functions as the Leadership feat, except 
  that all her followers are angelic paragons, 
  (their angel, archon, or azata type match her 
  own type). As long as she has at least one 
  point in her providence pool, she may use 
  sending (as the spell) as a free action to 
  contact any of her followers or her cohort.  
  The angelic paragon also becomes much 
  harder to kill. In most cases, it's difficult to 
  destroy a an archangel through simple 
  combat: the “destroyed” archangel restores 
  herself  upon the home plane of her deity, 
  ethos, or empyreal lord in 2d4 days if she is 
  not returned to life by other means. Even the 
  most powerful spells are usually only 
  temporary solutions. The only way to 
  permanently destroy an archangel is to slay 
  her upon the home plane of her deity, ethos, 
  or empyreal lord.  
  She also gains astride the ladder as a bonus 
  providence, if she already possesses that 
  ability, she may select another to replace it. 
    
  26 
   
  
   
  Archon Archetype  
  (Angelic Paragon) 
  My fellow grigori who chose follow the path 
  of the archons are the incarnations of law 
  and good. They have a fundamental desire to 
  see peace, honesty, and fairness spread 
  across all lands, especially throughout the 
  mortal planes. These virtuous celestials 
  prefer to motivate mortals to act with honor 
  and integrity rather than righting mortal 
  wrongs themselves, believing they serve the 
  cause of righteousness by enlightening 
  mortals to make just choices and cast off 
  their own shackles of evil. This makes future 
  temptations easier to resist and plants the 
  seeds of spiritual deliverance. Thus, most 
  archons take a subtle hand in their 
  interactions with mortals, taking special 
  pleasure in bringing solace and reprieve to 
  those who are wholly unaware of their 
  presence. 
  Archons however are far less subtle when it 
  comes 
  to 
  combating 
  the 
  hordes 
  of 
  Damnation. And they rise up in violent 
  opposition to the affronts of vile fiends. 
  These encounters might take the form of vast 
  armies 
  clashing 
  over 
  strange 
  planar 
  holdings, or solitary archons revealing 
  themselves upon mortal worlds to push back 
  the machinations of fiendish invaders. In 
  such cases, archons generally prefer to meet 
  foes head-on if it is prudent to do so, but if 
  outmatched, they do what they can to even 
  the odds (usually by employing hit-and-run 
  tactics or standing off and engaging a foe 
  with magic before moving into melee) 
  because war with the fiends is one without 
  quarter. These warriors of law still however 
  act honorably, even in dealings with demonic 
  foes, but are not foolish or without passion. 
  Archons have little patience for those who do 
  not follow strict traditions and patterns of 
  goodness. While a cruel dictatorship might  
   
  be a legitimate enemy of the archon, 
  rebellion and riot is not the proper way to 
  address such an inequality, and this is where 
  the azata, my fellow angels and I conflict with 
  the archons. I cannot agree with them that 
  justice and law must never be abandoned in 
  the struggle for peace and good, for while 
  such anarchic actions may promote further 
  unintentional harm and mayhem, we do not 
  believe 
  in 
  waiting 
  while 
  tyrants 
  do 
  intentional harm.   
  Alignment: Lawful Good 
  Weapon and Armor Proficiencies: 
  Archons are proficient with their natural 
  attacks, greatswords, javelins, longbows, 
  longswords, shortspears, shortswords, and 
  starknives as well as all shields (including 
  tower shields). Archons are not proficient 
  with any armor. When wearing armor, an 
  archon loses her Celestial Armor bonus, as 
  well as all the points in her providence pool 
  and her heavenly gift abilities. This replaces 
  27 
   
  
   
  an angelic paragon’s normal weapon and 
  armor proficiencies. 
  Archon Subtype: the angelic paragon is 
  treated as possessing the archon subtype 
  (though they do not possess any other archon 
  traits), even by other archons. This replaces 
  the angelic paragon’s angel subtype. 
  Lawful Subtype (Ex): At 1st level, the 
  archon is a native to the lawful-aligned Outer 
  Planes. 
  Most 
  archons 
  have 
  lawful 
  alignments; however, if their alignments 
  change, they still retain the subtype. Any 
  effect that depends on alignment affects the 
  archon as if it had a lawful alignment, no 
  matter what its alignment actually is. The 
  archon also suffers effects according to its 
  actual alignment. An archon with the lawful 
  subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields 
  are lawful-aligned. 
  Archon Providences 
  Archon Teleport (Sp): As a standard 
  action the archon can expend a point of 
  providence to instantaneously teleport to any 
  other spot within 25 ft. + 5 ft./2 angelic 
  paragon class levels.  If the spot the archon 
  chooses is within line of sight, the archon 
  arrive there unerringly. If the destination is 
  not in line of sight, the archon must be able 
  to visualize the spot or state the direction and 
  distance to it, but the archon teleport has a 
  25% chance of a mishap and the archon 
  cannot take any further actions until the 
  archon’s next turn. No matter what the 
  rogue’s destination, the archon can transport 
  only herself and a maximum 50 lbs. (or her 
  maximum load, whichever is less) of objects 
  you carry or touch. She cannot transport any 
  creature except for the archon’s familiar or 
  an animal companion or cohort of up to Tiny 
  size (whose weight counts against her load 
  limit). If the archon suffers a mishap or 
  arrives in a place already occupied by a solid 
  body, the archon and any creatures with her 
  take 1d6 points of damage and are shunted to 
  closest random open space on a suitable 
  surface of the intended location.   The caster 
  level of this ability equals the archon’s 
  angelic paragon level.  
  If the archon is at least 8th level this can 
  functions as dimension door instead, except 
  that the archon can transport only itself and 
  up to 50 pounds of carried objects.  
  If the archon is at least 10th level this 
  functions as teleport, except that the archon 
  can transport only itself and up to 50 pounds 
  of carried objects.    
  If the archon is at least 14th level this 
  functions as greater teleport, except that the 
  archon can transport only itself and up to 50 
  pounds of carried objects.   
  Change Shape (Su): By expending a point 
  of providence as a standard action an archon 
  can assume any canine form of Small to 
  Large size, as if using beast shape II. Archons 
  that take this ability are usually known as 
  hound archons and take on their appearance. 
  For the purposes of this ability, canines 
  include any dog-like or wolf-like creature of 
  the animal type. 
  Harbinger Form (Su): By expending a 
  point of providence as a standard action an 
  archon can transform her humanoid body 
  and take on the form of a harbinger archon 
  becoming a Tiny orrery that zips through the 
  air, 
  with 
  thin, 
  sharp 
  blades 
  flashing 
  periodically from within.  Archons that take 
  this ability are usually known as harbinger 
  archons. She can end this polymorph effect 
  as a free action. 
  She gains a fly speed of 50 ft with perfect 
  maneuverability, a  +4 size bonus to her 
  Dexterity, and –8 penalty to her Strength 
  (minimum Str of 1), a +3 size bonus to attack 
  rolls and armor class, a +6 size bonus to the 
  Fly skill, a +12 size bonus to Stealth and a -3 
  size penalty to both CMB and CMD.  She 
  gains a Space 2-1/2 ft. with a of Reach 0 ft, 
  though she does not provoke an attack of 
  28 
   
  
   
  opportunity when entering an opponent’s 
  square. If she has the Large heavenly gift she 
  loses it, but may select a different heavenly 
  gift to replace it.  A harbinger archon remains 
  in one form until she chooses to assume her 
  other form. A change in form cannot be 
  dispelled, nor does the harbinger archon 
  revert to any particular form when killed 
  (both shapes are its true form). A true seeing 
  spell reveals both forms simultaneously. 
  In the harbinger form, the archon can extend 
  blades from her body to strike with as 
  primary natural attacks (1d4 damage). These 
  blades can be enhanced by the celestial 
  weapon providence. She gains the benefits of 
  the Weapon Finesse feat with these blades.  
  In harbinger form, she also gains a wrath 
  attack ability that replaces the soulfire ability 
  (but it only replaces it when she is harbingers 
  form). When in harbinger form she can 
  expend a point of providence as a swift action 
  and blast adjacent creatures with magical 
  force. This wrath attack deals 1d6 points of 
  force damage + 1d6 points of force damage 
  for every two angelic paragon levels the 
  archon gains after 1st level (2d6 at 3rd, 3d6 
  at 5th, 4d6 at 7th , Etc.) A successful reflex 
  save (DC 12 +1/2 the angelic paragon’s class 
  level + her Cha modifier) halves this damage.  
  As a move-equivalent action, the archon can 
  break apart into components. This is treated 
  as gaseous form, except the archon retains its 
  full flight speed and DR, and cannot fit 
  through gaps smaller than 1 inch in diameter. 
  Reforming into an orrery is a standard 
  action.  An angelic paragon can only possess 
  one alternate form providence at a time. An 
  archon must be at least 5th level to select this 
  alternate form providence. 
  Hone Senses (Su): By expending a point 
  of providence as a swift action an archon can 
  concentrate its attention. For a number of 
  rounds equal to her angelic paragon level, the 
  range of the archon's darkvision is doubled, 
  she gains a +6 bonus on Perception checks,  
   
  and she gains blindsense out to a range of 15 
  feet. Archons that take this ability are usually 
  known as spyglass archons and take on their 
  appearance 
  (black-skinned, 
  unnaturally 
  quiet, clearly belonging to one used to 
  slinking unseen and unheard through dark 
  places, along with a black mask. If it has 
  wings via the flight heavenly gift those wings 
  become 
  black 
  completing 
  her 
  figure's 
  stealthy appearance. 
  Lantern Form (Su): By expending a point 
  of providence as a standard action an archon 
  can shift between her humanoid body and 
  the form of a lantern archon. Archons that 
  take this ability are usually known as lantern 
  archons. In lantern form, she becomes sized 
  Small (as alter self), and gains a fly speed of 
  60 ft. with perfect maneuverability and gains 
  a light rays attack—she can use her 
  supernatural abilities or use spell-like 
  abilities in this form, but can't make physical 
  attacks or cast spells. A lantern archon 
  remains in one form until it chooses to 
  assume its other form. A change in form 
  cannot be dispelled, nor does the lantern 
  archon revert to any particular form when 
  killed (both shapes are its true form). A true 
  29 
   
  
   
  seeing 
  spell 
  reveals 
  both 
  forms 
  simultaneously. 
  In lantern form, she gains a light ray attack 
  ability that replaces the soulfire ability (but it 
  only replaces it when she is lantern form). 
  When in lantern form she can expend a point 
  of providence and fire a beam of light to 
  damage foes. These light rays require a 
  ranged touch attack have a maximum range 
  of 300 feet (no range increment). This deals 
  1d6 points of damage + 1d6 points of damage 
  for every two angelic paragon levels the 
  archon gains after 1st level (2d6 at 3rd, 3d6 
  at 5th, 4d6 at 7th , Etc.) This untyped damage 
  is 
  not 
  subject 
  to 
  damage 
  reduction, 
  immunity, or resistance. An angelic paragon 
  can only possess one alternate form 
  providence at a time.  An archon must be at 
  least 5th level to select this alternate form 
  providence. 
  Lawful Spirit (Sp/Su): Archons are often 
  are charged with maintaining order in the 
  cosmos. By expending a providence point, as 
  a swift action the archon can grant a willing 
  creature within 100’ (including herself) the 
  power of divine order, allowing them to treat 
  all attack rolls, skill checks, ability checks, 
  and saving throws for 1 round as if the 
  natural d20 roll resulted in an 11. One can 
  select this providence a second time at 9th 
  level or thereafter, if the archon does she also 
  gives any weapon wielded by that creature 
  the axiomatic special weapon quality with 
  one weapon she wields for 1 minute. 
  Flames of Faith (Su): This modifies a 
  archon’s celestial weaponry ability, making 
  its flaming weapon quality the flaming burst 
  ability (essentially granting an extra +1 
  bonus that is spent upgrading the weapon 
  quality), if the archon is wielding a 
  greatsword (the weapon’s total bonus still 
  exceed +10). The archon can also expend a 
  point to manifest in a burst of harmless flame 
  a greatsword that vanishes if it leaves her 
  hand. 
  In addition as long as she has at least one 
  point in her providence pool she can 
  manifest a javelin, in a similar burst of 
  harmless flame, this allows her to make 
  iterant attacks if her base attack bonus is 
  high enough. If not used as a ranged attack 
  the javelin vanishes if it leaves her hand, if 
  used in a ranged attack it vanishes after 
  hitting or missing its target.  
  This providence also modifies the celestial 
  weapon ability: After using the class feature 
  to enhance a javelin, each javelin she throws 
  for the next minute gains the same abilities 
  as granted by celestial weapon, it loses this 
  enhancement in the same manner that a 
  manifested javelin disappears (hits its target, 
  misses its target, is disarmed etc.)   Archons 
  that take this providence are usually known 
  as legion archons taking on the appearance 
  of a celestial knight, if it has wings they take 
  on the appearance of being metallic wings 
  and seem grow from her celestial armor. The 
  angelic paragon must be at least 5th level to 
  select this providence. 
  Spear and Shield (Su): By expending a 
  point of providence as a swift action an 
  archon can transform her hands into a  tower 
  shield and a shortspear either individually, 
  or back to hands again (transforming back 
  does not expend a point). When using 
  celestial weaponry the archon can exchange 
  the flaming weapon ability for a +1 
  enhancement bonus. She cannot transform 
  both hands into shields or both into 
  shortspears. 
  Archons 
  that 
  take 
  this 
  providence are usually known as shield 
  archons and her celestial armor takes on the 
  appearance of sheathing her in metal from 
  head to toe. The shield archon is considered 
  proficient with both and never takes the 
  typical –2 penalty on attack rolls while 
  wielding a tower shield. A shield archon’s 
  weapons cannot be disarmed, but they can be 
  sundered. If a shield archon loses her spear 
  or shield, she can manifest a new one by 
  expending an additional point of providence  
  30 
   
  
   
   
  as a standard action. When a shield archon is 
  slain or rendered unconscious, these two 
  items fade away—they cannot be looted or 
  wielded by any other creature. 
  In addition, the shield archon can utilize her 
  pool of providence to enhance the power of 
  her tower shield.  By expending 1 point from 
  her pool of providence as a swift action, she 
  can give her tower shield a +1 enhancement 
  bonus for 1 minute.  For every 4 levels 
  beyond 1st, this bonus increases by +1, to a 
  maximum of +5 at 17th level.  
   Alternatively, these bonuses can be used to 
  apply any special ability that could be applied 
  to a tower shield.  Only special abilities 
  whose base price is expressed in an 
  equivalent enhancement bonus can be 
  applied in this way.  Applying these 
  properties consumes a number of bonuses 
  equal to the ability’s base price.  In order to 
  apply special abilities to her tower shield in 
  this way, it must have an enhancement 
  bonus of at least +1 at the completion of this 
  ability, either as a result of this ability or from 
  another source. The shield’s enhancement 
  bonus cannot exceed +5, and its total bonus 
  cannot exceed +10.  
  The shield archon can meditate for 10 
  minutes and expend a point from its pool of 
  providence and manifest two charms (a 
  shorstpear and a tower shield) marked with 
  her holy symbol like those that would attach 
  to a bracelet. While manifested she suffers a 
  -1 penalty to attack and damage, and a -1 
  penalty to AC.  These “charms” can be 
  enchanted just as a masterwork shortspear 
  and masterwork tower shield can be. When 
  the small charm is destroyed it grants the 
  special abilities to the respective shortspear 
  and tower shield created by this providence. 
  Only one charm can be manifested at a time, 
  if another is manifested the other disappears. 
  The angelic paragon must be at least 7th level 
  to select this providence.  
  Trumpet (Su) The archon gains a gleaming 
  magical trumpet or horn. The archon 
  typically adorns the trumpet with the 
  standard of their deity, ethos, or empyreal 
  31 
   
  
   
  lord. Archons that take this providence are 
  usually known as trumpet archons and take 
  on their appearance. By expending a point of 
  providence as a standard action an archon 
  can issue forth a blast from the trumpet, all 
  non-allies within 100 feet of the trumpet's 
  blast must succeed on a Fortitude save (DC 
  10 +1/2 the angelic paragon’s class level + 
  her Cha modifier) or be paralyzed for 1d4 
  rounds. The archon can also expend a point 
  of providence as free action and transform 
  the trumpet into a masterwork greatsword 
  (or back again). When using celestial 
  weaponry to modify this great sword the 
  archon can exchange the flaming weapon 
  ability for a +1 enhancement bonus. Out of 
  the archon's hands, it is a chunk of useless 
  metal or a greatsword though it can still be 
  enchanted as if it were masterwork. If it is 
  destroyed, she can manifest a new one by 
  expending an additional point of providence 
  as a standard action. The angelic paragon 
  must be at least 11th level to select this 
  providence. 
  Explosive Rebirth (Su): As long as the 
  archon possesses at least one point of 
  providence in her pool, when she is killed, 
  she explodes in a blinding flash of energy 
  that deals 50 points of damage (half fire, half 
  holy damage) to anything within 100 feet a 
  successful Reflex save (DC 10 +1/2 the 
  angelic paragon’s class level + her Con 
  modifier) results in half damage. The slain 
  archon is resurrected (as true resurrection) 
  1d4 rounds later replacing explosive rebirth 
  with the spear and shield providence. 
  Archons that take this providence are usually 
  known as star archons and gain a nimbus of 
  pearly light shedding light like a torch (she 
  can suppress this as a move action for 1 
  minute). The angelic paragon must be at 
  least 17th level to select this providence. 
  Archon Heavenly Gifts  
  Aura of Menace (Su): A righteous aura 
  surrounds archons that fight or get angry. 
  Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Will save (DC 
  12 +1/2 the angelic paragon’s class level + her 
  Cha modifier) to resist its effects. The save 
  DC includes a +2 racial bonus. Those who fail 
  take a –2 penalty on attacks, AC, and saves 
  for 24 hours or until they successfully hit the 
  archon that generated the aura. A creature 
  that has resisted or broken the effect cannot 
  be affected again by the same archon's aura 
  for 24 hours.  
  Bite (Ex): Archons that take this ability are 
  usually known as hound archons. The 
  archon’s maw becomes filled with razor-
  sharp teeth, giving it a bite attack. This attack 
  is a primary attack. The bite deals 1d6 points 
  of damage (1d8 if Large) plus its Strength 
  modifier. If the archon selects this heavenly 
  gift a second time or already has a bite attack, 
  this heavenly gift allows it to deal 1-1/2 times 
  its Strength modifier on damage rolls made 
  with its bite. Usually only hound archon’s 
  take this heavenly gift.  
  Gore (Ex): An archon grows sweeping 
  antlers on its head, giving it a gore attack. 
  This attack is a primary attack. The gore 
  deals 1d6 points of damage (1d8 if Large) 
  plus her Strength modifier. Archons that 
  take this heavenly gift are usually known as 
  stag archons. 
  Push (Ex): An archon gains the ability to 
  push creatures away with a successful attack 
  with her gore attack. Whenever the eidolon 
  makes a successful gore attack, she can 
  attempt a free combat maneuver check. If 
  successful, the target of the attack is pushed 
  5 feet directly away from the archon. This 
  ability only works on creatures of a size equal 
  to or smaller than the archon. Creatures 
  pushed in this way do not provoke attacks of 
  opportunity.  The archon must possess the 
  gore heavenly gift before she can select this 
  heavenly gift. 
   
  32 
   
  
   
  Azata Archetype    
  (Angelic Paragon) 
  Grigori who embrace the path of the azata 
  believe that the pursuit of freedom and 
  goodness is paramount. They become angelic 
  paragons of these concepts, roaming the 
  planes in search of good folk in need of their 
  help. They rarely stay in one place for long 
  and prefer the thrill of motion and discovery 
  to creature comforts. They are colorful and 
  celebratory beings, quick to greet a new 
  companion like old friends. This tendency 
  means they are unlikely to agree to serve 
  mortals for an extended period, preferring to 
  arrive, get the job done, and move on to some 
  other quest or challenge which makes them 
  well suited to joining the Questors Society. 
  As much as they seek to  
  spread the cause of freedom and joy, they 
  refuse to enforce this view upon others, as 
  that would violate their fundamental nature, 
  and as such tend to stay removed from 
  mortal conflicts. In cases where the forces of 
  Damnation act overtly, however, and intrude 
  upon mortal worlds, azatas are quick to rally 
  to defend such realms and aid those who 
  have no hope of defending themselves. 
  Azatas powerful personalities and strong 
  sense of individual freedom often see them 
  disagreeing on how best to handle a 
  particular situation. These arguments can 
  fester and grow into long-lasting nonviolent 
  grudges. In cases where a single azata is 
  convinced his way is right, he will enter a 
  self-imposed exile, abandoning the support 
  of his kin so he can launch a one-azata 
  crusade to right a wrong. 
  Alignment: Chaotic Good 
  Weapon and Armor Proficiencies: 
  Azata are proficient with their natural 
  attacks, greatswords, longbows, longswords, 
  scimitar, sickles, and starknives.  Azata are  
   
  not proficient with any armor or shields. 
  When wearing armor, an azata loses her 
  Celestial Armor bonus, as well as all the 
  points in her providence pool and her 
  heavenly gift abilities. This replaces an 
  angelic paragon’s normal weapon and armor 
  proficiencies. 
  Azata Subtype: the angelic paragon loses 
  the angel subtype and is treated as 
  possessing the azata subtype (though they do 
  not possess any other azata traits), even by 
  other azata. This replaces the angelic 
  paragon’s angel subtype. 
  Chaotic Subtype: The azata is native to the 
  chaotic-aligned Outer Planes. Most azata 
  also have chaotic alignments; however, if 
  their alignments change, they still retain the 
  subtype. Any effect that depends on 
  alignment affects the azata as if she had a 
  chaotic alignment, no matter what her 
  alignment actually is. The azata also suffers 
  effects according to her actual alignment. An 
  azata overcomes damage reduction as if her 
  33 
   
  
   
  natural weapons and any weapons it wields 
  are chaotically aligned.  
  Azata Providences 
  Autumnal Embrace (Su): By expending a 
  point of providence as a swift action, an azata 
  can strike any creature within 30 feet barren 
  or sterile. The target must succeed at a 
  Fortitude save (DC 10 + 1/2 the angelic 
  paragon’s class level + her Cha modifier) or 
  lose any ability it had to reproduce or bear 
  children. This effect can only be removed by 
  heal, limited wish, miracle, remove curse, or 
  wish 
  spell. 
  Creatures 
  that 
  magically 
  reproduce are not affected by this ability. An 
  azata must be at least 5th level to select this 
  providence 
  Azata Senses (Sp/Su): So long as the 
  azata possesses at least one providence point 
  in her pool she can at will use detect animals 
  or plants, detect evil, detect magic, and 
  detect thoughts as a spell-like ability. She can 
  only use one of these at any given time with a 
  caster level equal to her angelic paragon 
  level.  
  She also gains darkvision 60 ft. (she can see 
  perfectly in the dark up to 60 feet.) or Low-
  Light Vision allowing her to see twice as far 
  as humans in conditions of dim light. 
  Whichever she does not possess.   
  She can expend one point of providence as a 
  standard action and cast see invisibility as a 
  spell-like ability.    
  At 9th level once per week she can meditate 
  for 10 minutes and expend one point of 
  providence and cast commune as a spell-like 
  ability.  
  If she possesses the mutable polymorph and 
  raelis’s 
  fist 
  azata 
  heavenly 
  gifts, 
  she 
  automatically senses the presence and basic 
  topic of any books, scrolls, or other writings 
  within 50 feet. By spending a point of 
  providence as a free action, she can gain a 
  deeper understanding of the text, treating up 
  to 100 pages of non-magical writing as if she 
  had read it, or treating one magical spell or 
  scroll as if she had read it and successfully 
  made a successful Spellcraft check to 
  understand it. 
  If she possesses the flaming body azata 
  greater heavenly gift, and she expends one 
  point of providence as a standard action she 
  also gains tremorsense 60 ft. for 1 minute per 
  angelic paragon level or she can cast stone 
  tell as a spell-like ability.  This replaces the 
  angelic paragon’s angelic senses providence.  
  Azata Starknives (Su): As long as the 
  angelic paragon has at least one point in her 
  providence pool, she can manifest a 
  starknife, in a burst of starlight, this allows 
  her to make iterant attacks if her base attack 
  bonus is high enough. If not used as a ranged 
  attack the starknife vanishes if it leaves her 
  hand, if used in a ranged attack it vanishes 
  after hitting or missing its target.  
  This providence also modifies the celestial 
  weapon ability, after using the class feature 
  to enhance any starknife, each starknife she 
  throws for the next minute gains the same 
  abilities as granted by celestial weapon to 
  that 
  first 
  starknife. 
  It 
  loses 
  these 
  enhancements in the same manner that a 
  manifested starknife disappears (hits its 
  target, misses its target, is disarmed etc.) The 
  angelic paragon must be at least 5th level to 
  select this providence. 
  Light form (Su): By expending a point of 
  providence as a swift action, an azata can 
  shift between her humanoid body and one 
  made of light. Azata that takes this ability are 
  usually known as ghaele. In light form, she 
  gains a fly speed of 150 ft. with perfect 
  maneuverability and gains the incorporeal 
  subtype and incorporeal quality. She only 
  takes half damage from corporeal sources as 
  long as they are magic (she takes no damage 
  from nonmagical weapons and objects)—she 
  can use supernatural abilities or use spell-
  like abilities in this form though if they deal 
  damage they only deal half-damage to 
  34 
   
  
   
  corporeal creatures, and she can't make 
  physical attacks, use extraordinary abilities, 
  or cast spells. This is a polymorph effect. 
  A ghaele remains in one form until she 
  chooses to assume her other form. A change 
  in form cannot be dispelled, nor does the 
  ghaele revert to any particular form when 
  killed (both shapes are its true form). A true 
  seeing 
  spell 
  reveals 
  both 
  forms 
  simultaneously. 
  In light form, she gains a light ray ability that 
  replaces the soulfire ability (but it only 
  replaces it when she is light form). When in 
  light form she can expend a point of 
  providence as a swift action and fire a beam 
  of light to damage foes. This light ray 
  requires a ranged touch attack and has a 
  maximum range of 300 feet (no range 
  increment). This deals 1d6 points of damage 
  + 1d6 points of damage for every two angelic 
  paragon levels the archon gains after 1st level 
  (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th , Etc.) This 
  untyped damage is not subject to damage 
  reduction, immunity, or resistance. An 
  angelic paragon can only possess one 
  alternate form providence at a time. An azata 
  must be at least 15th level to select this 
  providence. 
  Lyrakien Form (Su): By expending a 
  point of providence as a swift action, an azata 
  can shift between her humanoid body and 
  the form of a lyrakien azata, a lithe form with 
  delicate butterfly wings surrounded by 
  sparkling lights and gentle rainbow arcs.  
  Archons that take this ability are usually 
  known as lyrakien archons. This is a 
  polymorph effect. 
  She gains a fly speed of 80 ft with perfect 
  maneuverability, a  +4 size bonus to her 
  Dexterity, and –8 penalty to her Strength 
  (minimum Str of 1), a +3 size bonus to attack 
  rolls and armor class, a +6 size bonus to the 
  Fly skill, a +12 size bonus to Stealth and a -3 
  size penalty to both CMB and CMD.  She 
  gains a Space 2-1/2 ft. with a of Reach 0 ft. If  
   
  she has the Large heavenly gift she loses it, 
  but may select a different heavenly gift to 
  replace it, but once chosen it cannot be 
  changed and reverts back to Large when she 
  changes back to her humanoid body.  Her 
  gear is also changed appropriately for the 
  character’s 
  new 
  stature. 
  Her 
  gear 
  is 
  transformed to allow for and accommodate 
  her wings but if she stops attending it, the 
  gear reverts to normal size. 
  A lyrakien azata remains in one form until 
  she chooses to assume her other form. A 
  change in form cannot be dispelled, nor does 
  the lyrakien azata revert to any particular 
  form when killed (both shapes are its true 
  form). A true seeing spell reveals both forms 
  simultaneously. 
  In the lyrakien form the archon gains 
  Perform (any one, once chosen this cannot 
  be changed) as a class skill and gains bonus 
  ranks in that skill equal to her angelic 
  paragon level. If she expends a point of 
  providence as a standard action, she makes a 
  35 
   
  
   
  performance skill check as part of this 
  expenditure and if she makes DC equal to 10 
  plus the creature’s HD, the creature listening 
  to her performance removes the effects of 
  exhaustion and fatigue, though she cannot 
  remove her own.  
  In lyrakien form she also gains a starlight 
  burst supernatural attack that replaces the 
  souls fire providence gained at 1st level but 
  only in lyrakien form. By expending a point 
  of providence as a move action an azata can 
  tap into the divine power of Elysium, 
  unleashing a blast of holy starlight in a 5-foot 
  radius burst per angelic paragon level. All 
  creatures in this area take 1d4 points of holy 
  damage, plus 1 point for each step their 
  alignment deviates from chaotic good. This 
  damage increases by 1d4 points of damage 
  plus 1 point for each alignment step for every 
  two angelic paragon levels she gains after 1st 
  level (2d4+2 at 3rd, 3d4+3 at 5th, 4d4+4 at 
  7th , Etc.) A successful Reflex Save (DC 10 + 
  1/2 the angelic paragon’s class level + her 
  Cha modifier) results in half damage. 
  For example at 5th level, a chaotic neutral or 
  neutral good creature would take 4d4+4 
  points of damage, a neutral creature would 
  take 4d4+8 points of damage, and a lawful 
  evil creature would take 4d4+16 points of 
  damage. 
  Chaotic 
  good 
  creatures 
  are 
  unaffected by this ability. An angelic paragon 
  can only possess one alternate form 
  providence at a time. An archon must be at 
  least 5th level to select this providence. 
  Mutable 
  Polymorph 
  (Sp/Su): 
  By 
  expending a point of providence as swift 
  action an azata can cast alter self as a spell-
  like ability with a caster level equal to her 
  angelic paragon level.  
  As long as she possesses at least one point in 
  her providence pool, when using spells, 
  spell-like abilities or magic items with the 
  polymorph descriptor, she has an uncanny 
  amount of control over her target shape. 
  While she still cannot use the spells to 
  transform into specific individuals, she can 
  control the skin tone, the hair color, the 
  general body shape, and even the gender of 
  the creature she transforms into, granting 
  her a +20 bonus on Disguise checks instead 
  of the usual +10. This is a free action made as 
  part of the casting or activation.  
  Steal Magic (Su): By expending a point of 
  providence as a standard action an azata can 
  make a touch attack against a creature under 
  the effect of a spell or spells and attempt to 
  dispel the effect as per the dispel magic spell 
  (Caster level equal to her angelic paragon 
  level).  Azata that take this ability are usually 
  known as yamah. If the attempt is successful, 
  the yamah absorbs the magical energy and 
  converts it into a bolt of force. A yamah can 
  use a force bolt to make a ranged touch attack 
  as a swift action that deals 1d6 points of force 
  damage for every spell level of the effect 
  dispelled by the yamah (for example, if a 
  yamah dispels a 2nd-level spell with its steal 
  magic ability, the resulting force bolt deals 
  2d6 points of force damage; 0-level spells 
  deal 1 point of force damage.). These force 
  bolts have a range of 100 feet with no range 
  increment. A yamah can only carry a number 
  of force bolts equal to her Charisma bonus 
  (minimum of 1), and any force bolts not used 
  when the angelic paragon regains her pool of 
  providence points, disappear and are wasted. 
  An azata must be at least 7th level to select 
  this providence. 
  Windform (Su) By expending a point of 
  providence as a swift action an azata can shift 
  between her humanoid body and a body 
  made of wind and mist. Azata that take this 
  ability are usually known as bralani. In wind 
  form, she functions as if under the effects of 
  a wind walk spell (Caster level equal to her 
  angelic paragon level). She can use her other 
  abilities in either form. A bralani remains in 
  one form until she chooses to assume her 
  other form. A change in form cannot be 
  dispelled, nor does the bralani revert to any 
  particular form when killed (both shapes are 
  36 
   
  
   
  its true form). A true seeing spell reveals 
  both forms simultaneously. This is a 
  polymorph effect.  
  In windform she gains a whirlwind blast 
  ability that replaces the soulfire ability (but it 
  only replaces it when she is windform). 
  When in wind form, a bralani can expend a 
  point of providence as a move action and 
  attack with a scouring blast of wind, dealing 
  1d6 points of damage + 1d6 points of damage 
  for every two angelic paragon levels she gains 
  after 1st level (2d6 at 3rd, 3d6 at 5th, 4d6 at 
  7th , Etc.) in a 20-foot line.  A successful 
  Reflex Save (DC 10 + 1/2 the angelic 
  paragon’s class level + her Cha modifier) 
  results in half damage. This untyped damage 
  is 
  not 
  subject 
  to 
  damage 
  reduction, 
  immunity, or resistance. An angelic paragon 
  can only possess one alternate form 
  providence at a time. An azata must be at 
  least 7th level to select this providence.  
  Winter Sickle (Su): This modifies an 
  archon’s celestial weaponry ability, making 
  its flaming weapon quality the icy burst 
  ability (essentially granting an extra +1 
  bonus that is spent modifying and upgrading 
  the weapon quality), if the azata is wielding a 
  sickle (the weapon’s total bonus still cannot 
  exceed +10). The azata can also expend a 
  point of providence as a free action and 
  manifest a jagged blade made from frost-
  covered vines that vanishes if it leaves her 
  hand. Any sickle in her hands takes on this 
  appearance. An azata must be at least 13th 
  level to select this providence. 
  Azata Heavenly Gifts 
  Azata Resistance (Ex): The azata gains 
  cold, electricity and fire resistance 10, she 
  also gains a +6 racial save vs. petrification. 
  This replaces Greater Angelic Resistance.  
  Constrict (Ex): An azata vines grow in 
  strength allowing it to crush those it 
  grapples. Whenever the azata successfully 
  grapples a foe using the grab heavenly gift, it 
  deals additional damage equal to the amount 
  of damage dealt by the vine attack. This 
  heavenly gift is only available to azata with 
  the vine and grab heavenly gifts.  
  Grab (Ex): An azata becomes adept at 
  grappling foes with her vines, gaining the 
  grab ability. Whenever the azata makes a 
  successful vine attack, she can attempt a free 
  combat maneuver check. If successful, the 
  azata grapples the target. This ability only 
  works on creatures of a size one category 
  smaller than the azata or smaller. Azata with 
  this heavenly gift receive a +4 bonus on CMB 
  checks made to grapple. This heavenly gift is 
  only available to azata with the vine heavenly 
  gift. 
  Raelis’s Fist (Ex): Azata with this ability 
  are known as Raelis their skin becoming 
  bronzed and their body becoming lithe. The 
  azata must declare that she is using advanced 
  heavenly gift before she make her attack roll 
  (thus, a failed attack roll ruins the attempt). 
  Raelis’s Fist forces a foe damaged by her slam 
  attack to make a Fortitude saving throw (DC 
  10 + 1/2 her angelic paragon level + her Str 
  modifier), in addition to dealing damage 
  normally. A defender who fails this saving 
  throw is dazed for 1 round (until just before 
  her next turn). If the azata is at least 17th 
  level, and the attack is a critical hit and the 
  target fails its save, the creature is instead 
  stunned for 1d4 rounds. She may attempt a 
  raelis’s fist attack once per day for every four 
  angelic paragon levels, and no more than 
  once per round. Constructs, oozes, plants, 
  undead, 
  incorporeal 
  creatures, 
  and 
  creature’s immune to critical hits cannot be 
  dazed or stunned. 
  Vines (Ex): The azata possesses a long, 
  sinuous vine, granting it a vine attack. This 
  attack is a secondary attack. The vine attack 
  deals 1d6 points of damage (1d8 if Large) 
  plus half her Str modifier. The azata’s reach 
  with that attack increases by 5 feet. Azata 
  that take this ability are usually known as 
  veranallia and gain the appearance of a rosy-
  haired woman with a mass of vines and  
  37 
   
  
   
   
   
  leaves that cover her body (her celestial 
  armor). The plant matter silently weaves 
  about her frame seemingly of its own 
  volition, and consists of flourishing vines 
  bursting with blooming flowers as well as 
  wilted leaves covered with a silvery sheen of 
  hoarfrost.  This heavenly gift can be selected 
  more than once. 
   
  Azata Greater Heavenly Gifts  
  Azata Immunity (Ex): The azata becomes 
  immune to electricity or petrification. The 
  azata can select this ability one additional 
  time selecting the other type the second time. 
  The azata must be at least 10th level and 
  possess azata resistance to select this gift. 
  This greater heavenly gift replaces Angelic 
  Immunity. 
  Ghaele Glare (Su): The angelic paragon 
  can expend one providence point as a 
  standard action and glare at her opponents.  
  This slays three evil target creatures of 5 HD 
  or less (range 60 feet, Will DC 10 + 1/2 the 
  angelic paragon’s class level + her Cha 
  modifier negates, shaken for 2d10 rounds on 
  a successful save). A Nonevil target creature, 
  and evil targets with more than 5 HD, must 
  succeed on a Will save (same DC) or be 
  shaken for 2d10 rounds. For every five class 
  levels past 10th, the angelic paragon can 
  target an additional creature with this ability 
  (maximum 5 at 20th level). This is a mind-
  affecting form dependent fear effect. 
  Veranallia Rebirth (Su): Once per day 
  the azata creates a cocoon-like prison out of 
  the 
  surrounding 
  environment, 
  hidden 
  among the natural setting, to hold a subject 
  motionless a successful Will save (DC 10 + 
  1/2 the angelic paragon’s class level + her 
  Cha modifier) negates. While so imprisoned, 
  the target cannot be harmed, grows no older, 
  and its body functions virtually cease. It is 
  helpless and cannot use any abilities, even 
  38 
   
  
   
  purely mental ones (except those listed 
  below).  
  For up to one hour per day, the azata can 
  mentally communicate with it via telepathy, 
  and she can compel an answer to her 
  questions as if she had cast suggestion, 
  though a successful Will save (same DC) 
  negates the compulsion. Only 8th level or 
  higher divinations or a successful Perception 
  check made at the site of the creature’s 
  cocoon (DC 15 + her angelic paragon level + 
  her Cha modifier) can find an imprisoned 
  target. A remove curse or freedom effect can 
  free it, though a freedom of movement will 
  not. A helpless creature receives no saving 
  throw against this spell (often, when granted 
  the option of this type of imprisonment or 
  death, a target submits to the spell).  
  In addition, a creature can choose to will its 
  own death while within the cocoon. A dead 
  creature within the cocoon is reincarnated 
  usually as a chaotic good assimar (GM’s 
  choice, PCs should not be reincarnated as 
  assimar unless it is a playable race in the GM 
  campaign), though the creature only gains 
  one permanent negative level when it is 
  reincarnated rather than the standard two. 
  The reincarnated creature along with all its 
  attended equipment is then teleported to a 
  place of its choice as per greater teleport. 
  The creature's original body decays and sinks 
  into the ground, affecting the surrounding 
  area in a 1/2-mile radius as though with 
  plant growth (enrichment). An azata must 
  be at least 16th level to select this greater 
  heavenly gift.  
  Brijidine Archetype  
  (Azata Angelic Paragon) 
  These grigori not only embrace the path of 
  the azata but attuned to the passionate 
  powers of earth and fire. Whatever passion 
  they have be it they purse it with a near all-
  consuming zeal and help others to pursue 
  their passions as well, and will quickly 
  befriend anyone who shares their passion. 
  Fire rather than being destructive is the 
  symbol of passion, purity, and light. While 
  the fire can burn you, it also cooks your food 
  and warms your home against the coming 
  winter.   
  However, my brijidine kindred find the 
  existence of hellfire to be the rankest 
  blasphemy. Any creature that uses hellfire be 
  he mortal magician, purifier of the burning 
  pentacle, or devil bound to Their Dark Lord 
  of Fire will be marked as a brijidine’s true foe.  
  Azata: an angelic paragon gains the azata 
  archetype.  
  Burn (Ex): At 1st level As long as she 
  possesses at least one point in her providence 
  pool a brijidine deals +1d6 fire damage in 
  addition to damage dealt on a successful hit 
  in melee (this stacks with the flaming 
  weapons special quality.  
  At 3rd level those affected by the fire damage 
  must also succeed on a Reflex save or catch 
  fire, taking 1d6 fire damage for an additional 
  1d4 rounds at the start of its turn (DC 10 + 
  1/2 her angelic paragon level + her Con 
  modifier). A burning creature can attempt a 
  new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus 
  on this save.  
  At 6th level creatures that hit a brijidine with 
  natural weapons or unarmed attacks take 
  1d6 fire damage as though hit by the brijidine 
  and must make a Reflex save to avoid 
  catching on fire.  
  Because of her body’s light, a brijidine has a 
  –8 penalty to Stealth checks. She can 
  dampen down this flame to that of a candle 
  and reduce the penalty to –4, but doing so 
  negates all fire damage from this ability. This 
  replaces the soul’s fire providence gained at 
  1st level.
  39 
   
  
   
   Fire Subtype (Ex): The brijidine gains 
  immunity to fire and gains vulnerability to 
  cold. The brijidine takes half again as much 
  damage (+50%) from the cold energy type, 
  regardless of whether a saving throw is 
  allowed or if the save is a success or failure. 
  She also suffers a –4 penalty on saves against 
  spells and effects that have the cold 
  descriptor. See loses any resistance or 
  immunity to cold she possesses.  This 
  replaces the heavenly gift gained at 2nd level. 
  Flaming Body (Ex): A brijidine’s body 
  becomes molten rock covered in dancing 
  flames. A creature that grapples a brijidine or 
  is grappled by one takes 6d6 points of fire 
  damage each round the grapple persists. This 
  replaces the heavenly gift gained at 6th level. 
  Brijidine Magic (Sp): A brijidine learns to 
  cast a major spell as a spell-like ability. Select 
  one spell from the following list: meld into 
  stone (self only), soften earth and stone, 
  spike stone, stone shape, or wall of stone. 
  She can expend one point of point of 
  providence as a standard action to cast the 
  chosen spell as a spell-like ability. If the spike 
  stone, or wall of stone spell is selected it can 
  only be used once per day.  
  The caster level for this spell-like ability is 
  equal to her angelic paragon’s level – 2. The 
  save DC for this spell is 10 + the level of the 
  spell + the angelic paragon’s Cha modifier. 
  The brijidine must have a Charisma score of 
  at least 15 to use this this providence. This 
  providence replaces the providence gained at 
  9th level and can be selected more than once 
  after that level as providence. Each time the 
  40 
   
  
   
  brijidine selects this providence, it applies to 
  a new spell from the above list. 
  Heat Stone (Su): Whenever a brijidine 
  uses her meld into stone, soften earth and 
  stone, spike stones, stone shape, or wall of 
  stone spell-like abilities, she can have the 
  affected stone radiate intense heat for 1 
  minute. Any creature within 5 feet of the 
  stone takes 1d6 fire damage per round. This 
  replaces the heavenly gift gained at 10th level.  
  Obsidian Blade (Su): This modifies a 
  archon’s celestial weaponry ability, making 
  its flaming weapon quality the flaming burst 
  ability (essentially granting an extra +1 
  bonus that is spent upgrading the weapon 
  quality), or the keen ability if the archon is 
  wielding a longsword (the weapon’s total 
  bonus still exceed +10). The archon can also 
  expend a point of providence as a free action 
  to manifest in a burst of harmless flame a 
  blade of volcanic glass that functions a 
  longsword that vanishes if it leaves her hand. 
  This replaces the providence gained at 11th 
  level. 
  Lava Blast (Su): By expending a point of 
  providence, a brijidine can hurl a glob of lava 
  at a target as a standard action. This ranged 
  touch attack has a range increment of 30 feet 
  and deals 1d6 points of fire damage every 2 
  angelic paragon class levels.  This replaces 
  the providence gained at 15th level 
  Entrap (Su): The brijidine’s lava blast cools 
  rapidly becoming stone that restricts another 
  creature’s movement. A target hit by the lava 
  blast attack must make a Fort save (DC 10 + 
  1/2 her angelic paragon level + her Con 
  modifier) or become entangled for the listed 
  duration. If a target is already entangled by 
  this ability, a second entrap attack means the 
  target must make a Fort save (Save DC) or 
  become helpless for the listed duration.  
   A target made helpless by this ability is 
  conscious but can take no physical actions 
  (except attempting to break free) until the 
  entrapping material is removed. The target 
  can use spells with only verbal components 
  or spell-like abilities if it can make a DC 20 
  concentration check. An entangled creature 
  can make a Strength check (at the same DC 
  as the entrap saving throw DC) as a full-
  round action to break free; the DC for a 
  helpless creature is +5 Greater than the 
  saving throw DC. Destroying the entrapping 
  stone frees the creature (hardness 8, hp 30). 
  This replaces the heavenly gift gained at 17th 
  level. 
   
  Cherub Archetype (Angelic 
  Paragon) 
  All of the cherubim I have known are 
  infinitely more protective, tolerant, and 
  vigilant than I.  They are the great guardians 
  of Heaven. They are distrustful if you are not 
  known to them, and despise those who shirk 
  from 
  their 
  duties, 
  and 
  consider 
  oathbreakers, nearly as vile as a fiend of 
  Damantion.   
  The bodies of grigori who follow this path 
  become lion-like with human faces (some are 
  more bestial than others are), their front 
  paws are as dexterous as human hands and 
  small feathered wings.  Their manes 
  apparently can be anything they desire, I 
  haves seen maneless, short thick and snow 
  white, or long and luxurious deep purple.  A 
  few have variant bodies, always quadrupeds, 
  and most often some type of great cat, but I 
  did note one bull-like body. They uses 
  shoulder harnesses to hold special items, but 
  they like other accents to match their 
  coloration for they can be a bit vain.  
  One of the greatest deceptions of the War of 
  the Fallen, when they were first created was 
  convincing the fiends of Damnation that the 
  new guardians of Heavens’ gates were fat, 
  winged babies. The fiends were ill prepared 
  41 
   
  
   
  for the cherubim’s true form, so what one 
  would think would embarrass them in 
  actuality is a source of pride for them.  
  +2 Strength: Cherubim are quite strong 
  having been created as defenders of Heavens’ 
  Gates.  This replaces the angelic paragon’s 
  racial trait bonuses and penalties to her 
  ability scores.  
  Claws (Ex): A cherubim has two claw 
  attacks that are natural weapons. Each claw 
  attack deals damage based on its size (1d
  4 points Medium). This replaces the angelic 
  paragon’s normal weapon proficiencies plus 
  her racial humanoid form with that of a 
  quadruped 
  leonine 
  creature 
  with 
  a 
  humanlike face and small wings (which are 
  non-functional unless the cherubim takes 
  the flight heavenly gift).  
  Roar (Su): By expending a providence 
  point, a cherub can loose a terrifying roar in 
  a 30-foot-long cone. All non-allies within the 
  cone must succeed at a Will save (DC 10 +1/2 
  her angelic paragon level + her Cha modifier) 
  or be shaken for 1d6 rounds. This replaces 
  the flaming weapon providence granted at 
  1st level.   
  Grab (Ex): A cherub becomes adept at 
  grappling foes, gaining the grab ability with 
  its claw attacks.  Whenever the cherub makes 
  a successful attack of the selected type, she 
  can attempt a free combat maneuver check. 
  If successful, the cherub grapples the target. 
  This ability only works on creatures of a size 
  one category smaller than the cherub. 
  Cherub with this heavenly gift receive a +4 
  bonus on CMB checks made to grapple. This 
  replaces the heavenly gift granted at 2nd 
  Level   
  Rake (Ex): A cherub grows dangerous 
  claws on its feet, allowing it to make 2 rake 
  attacks on foes it is grappling. These attacks 
  42 
   
  
   
  are primary attacks. The cherub receives 
  these additional attacks each time it succeeds 
  on a grapple check against the target.  This 
  replaces the heavenly gift granted at 4th 
  Level   
   
  Lillend Archetype       
  (Azata Angelic Paragon) 
  Among my fellow grigori, lillends are the 
  taletellers and chroniclers, gathering lore 
  and recording stories in the form of epic 
  poems and songs. They are generally 
  peaceful, though they are swift to act if they 
  believe a piece of rare art or a talented artist 
  is threatened.  
  They find the greatest joy in music, art, and 
  performance and favor the company of bards 
  or a receptive audience. They also love 
  unspoiled wilderness and as such also make 
  close connections with druids and rangers. 
  They often take up the role of mentor or 
  patron 
  of 
  the 
  arts 
  when 
  disguising 
  themselves, yet to enjoy their splendor they 
  fight to make sure that the greatest works of 
  art remain safe for future generations. In the 
  defense of such beauty, lillends prove 
  passionate foes, calling upon the might of 
  nearby allies or crushing philistines in their 
  striking but deadly coils. 
  Azata Archetype: The lillend must take the 
  azata archetype.  
  Bardic Performance (Su): At 1st level, a 
  lillend gains the bardic performance ability 
  as a bard. Her bard level is equal to her 
  angelic paragon level. This replaces the 1st 
  level providence ability, it pool, and every 
  providence granted at every odd level 
  thereafter. 
  Spells: At 1st level, a lillend casts spells as a 
  bard with a class level equal to her angelic 
  paragon class level. They favor enchantment 
  and healing spells. This replaces the 
  heavenly gift the angelic paragon receives 
  every 4th level.  
  Tail Slap (Ex): At 1st level, a lillend can use 
  her tail to bash nearby foes, granting her a 
  tail slap attack. This attack is a secondary 
  attack. The tail slap deals 1d8 points of 
  damage (2d6 if Large) plus half her Str 
  modifier. This replaces the angelic paragon’s 
  normal racial humanoid form with that of a 
  seductive, winged elven woman from the 
  waist up and that of a snake from the waist 
  down. Her wings are non-functional unless 
  she takes the flight heavenly gift. 
   
  Lillend Heavenly Gifts 
  Grab (Ex): A lillend becomes adept at 
  grappling foes with her tail, gaining the grab 
  ability. Whenever the lillend makes a 
  successful tail slap attack, she can attempt a 
  free combat maneuver check. If successful, 
  she grapples the target. This ability only 
  works on creatures of a size one category 
  smaller than her or smaller. Lillend with this 
  heavenly gift receive a +4 bonus on CMB 
  checks made to grapple.   
  Constrict (Ex): A lillend’s serpentine body 
  grows in strength allowing it to crush those it 
  grapples. 
  Whenever 
  she 
  successfully 
  grapples a foe using the grab ability, it deals 
  additional damage equal to the amount of 
  damage dealt by her tail slap attack.  The 
  lillend must possess the grab heavenly gift 
  before selecting this ability. 
  43 
   
  
   
   
   
  44 
   
  
   
  Ophanim Archetype 
  (Angelic Paragon) 
  Some grigori are chosen or chose to become 
  Heaven’s messengers, angels of fire and 
  motion. They are known for their amazing 
  ability to navigate and their love of news, 
  travel, talk, and speed. Among the most alien 
  of the angels, ophanim are good at 
  impressing mortal or striking fear into the 
  hearts of foes. The singular form of ophanim 
  is 
  ophanite, 
  with 
  an 
  informal 
  plural 
  “ophanites” in common use. 
  Ophanim 
  are 
  enthusiastic, 
  energetic, 
  impulsive, and outgoing. They enjoy moving 
  fast, experiencing new things, traveling to 
  new places, and meeting new people. They 
  dislike standing still, even more so then the 
  azata. Those who I have known prefer 
  actions to words and accomplishments to 
  appearances.  
  Those of my fellow grigori who take on the 
  path of the Ophanim become wheels or rings 
  made of fire, ranging from bright white to 
  yellow, orange, or red and mixtures of all of 
  these. Some ophanim appear more like 
  circular chains of fire, a flaming disk, or even 
  a mass of burning coals. Despite appearances 
  to the contrary, ophanim do have vital spots 
  and are as subject to injury as any other 
  grigori save against fire.  Often described as 
  many-eyed, ophanim usually do not have 
  visible eyes, though many have multiple 
  bright spots within their flames that 
  resemble eyes. While their size, light 
  intensity, 
  and 
  body 
  thickness 
  varies, 
  ophanim are generally 5 feet in diameter and 
  about 6 inches thick, and they burn brightly 
  like torches. Ophanim are hard for most 
  mortals and other celestials to tell apart, but 
  they can always recognize each other. 
  Lacking 
  conventional 
  physical 
  bodies, 
  ophanim have little use for tools, but some 
  who possess alternate forms do carry them.  
   
  The ophanim I have known love to talk even 
  more than they like to listen, and they get 
  along well with other loquacious beings. 
  Their love of the outdoors and travel makes 
  them friends with druids and rangers. As 
  angels 
  of 
  fire, 
  they 
  have 
  a 
  healthy 
  relationship with forge-loving races such as 
  dwarves, giants, and gargoyles, though 
  ophanim rarely like to remain in one place 
  long enough to practice much smithcraft. 
  The one ophanim that was part of the lion 
  host had an alternate humanoid form and 
  goes about in the mortal society of 
  Questhaven functioning as a socialite, scout, 
  and guide having been adopted into one of 
  your adventuring Legacy Houses. 
  +2 
  Dexterity, 
  +2 
  Wisdom, 
  -2 
  Constitution: Ophanim are quick and 
  observant but are delicate creatures. This 
  replaces the angelic paragon’s racial trait 
  bonuses and penalties to her ability scores. 
  Slam (Ex): At 1st level an ophanite has a 
  slam attack that is a primary natural weapon 
  dealing 1d8 points of damage plus one and 
  45 
   
  
   
  half times its Strength modifier. This 
  replaces an orphanite’s weapon and armor 
  proficiencies. 
  Burn (Ex): At 1st level As long as she 
  possesses at least one point in her providence 
  pool a brijidine deals +1d6 fire damage in 
  addition to damage dealt on a successful hit 
  in melee.  
  At 3rd level those affected by the fire damage 
  must also succeed on a Reflex save or catch 
  fire, taking 1d6 fire damage for an additional 
  1d4 rounds at the start of its turn (DC 10 + 
  1/2 her angelic paragon level + her Con 
  modifier). A burning creature can attempt a 
  new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus 
  on this save.  
  At 6th level creatures that hit a brijidine with 
  natural weapons or unarmed attacks take 
  1d6 fire damage as though hit by the brijidine 
  and must make a Reflex save to avoid 
  catching on fire.  
  Because of her body’s light, an ophanite has 
  a –8 penalty to Stealth checks. She can 
  dampen down this flame to that of a candle 
  and reduce the penalty to –4, but doing so 
  negates all fire damage from this ability. This 
  replaces the celestial weapon providence 
  granted at 1st level.  
  Fire Subtype (Ex): The ophanim gains 
  immunity to fire and gains vulnerability to 
  cold. The ophanim takes half again as much 
  damage (+50%) from the cold energy type, 
  regardless of whether a saving throw is 
  allowed or if the save is a success or failure. 
  She also suffers a –4 penalty on saves against 
  spells and effects that have the cold 
  descriptor. See loses any resistance or 
  immunity to cold she possesses.  This 
  replaces the heavenly gift gained at 2nd level. 
  All-Around Vision (Ex): An ophanite’s 
  many “eyes” give her the ability to see in all 
  directions. As long as an ophanite can see, 
  she cannot be flanked. The replaces the 
  orphanite’s heavenly gift gained at 4th level. 
  Flight (Su): The orphanite gains a fly speed 
  equal to its base speed, flying by means of 
  magic, it possesses perfect maneuverability. 
  The orphanite’s fly speed can be increased by 
  taking this heavenly gift a second time, 
  gaining a 20-foot increase to fly speed for 
  each additional time it is selected. This 
  replaces the orphanite’s heavenly gift gained 
  at 6th level.  
   
  Sereph Archetype   
  (Angelic Paragon) 
  Seraphim are angels of love, light, and fire, 
  and hover near their patron deity singing 
  praise and adoration. Seraphim are known 
  for their fierce devotion to their cause, their 
  ability to influence even the most reticent 
  hearts, and their power to summon others of 
  their kind. While ophanim may be the 
  messengers 
  of 
  Heaven, 
  the 
  naturally 
  charismatic seraphim are the spokesmen 
  and heralds. The singular form of seraphim 
  is seraph, with an informal plural “seraphs” 
  in common use. 
  Grigori who take up the path of the seraphim 
  become serene, self-assured, generous, and 
  helpful. Seraphim often assume a teaching 
  manner with other angels and mortal 
  servants, imparting the wisdom they have 
  gained 
  by 
  firsthand 
  experience 
  and 
  proximity to their deity. They rarely become 
  angry, usually demonstrating ire only when 
  confronted with great hatred and cruelty.  
  This path like the ophanim makes great 
  physical changes to the grigori who follow it, 
  for they become celestial serpents with 
  shining scales and six bright eyes. Their 
  wings may be of any color, though they are 
  46 
   
  
   
   
   
  47 
   
  
   
  usually lighter hues, with white the most 
  common shade. Seraphim can resemble 
  most kinds of mortal snakes, but slender 
  forms prevail. Regardless of outer shape, a 
  seraph can close his mouth to conceal his 
  teeth. Seraphim may be of any color: Most 
  look like beautiful mortal snakes, but some 
  appear truly splendid or bizarre. (I speculate 
  that couatls were created by deities inspired 
  by 
  these 
  fantastic 
  serpentine 
  angels.) 
  Seraphim do not have arms, but some with 
  alternate humanoid forms still carry them. 
  Seraphim make a point to get along with 
  everyone. Even gruff or rude barbarians, 
  bloodragers, and skalds have to admit that 
  seraphim are good to talk to. Druids and 
  rangers are fascinated by the serpentine 
  nature of seraphim, and because they 
  tolerate 
  most 
  behavior 
  that 
  is 
  not 
  deliberately insulting every gnome and 
  lurker does too. Some folk do react with awe 
  or fear because of a lingering subconscious 
  fear of snakes, but the angel’s pleasant voice 
  and 
  friendly 
  manner 
  often 
  quickly 
  overcomes this reaction. 
  Aflame with Love (Ex): The seraph are 
  suffused with the fire of love. As long as the 
  Seraphim possesses at least one point in her 
  pool of providence she is immune to all 
  mind-affecting effects that would make her 
  react negatively toward or take harmful 
  action 
  against 
  another 
  creature. 
  For 
  example, while charm monster or dominate 
  monster can affect her, the caster of the spell 
  cannot convince or force a seraph to attack 
  creatures. Attempting to do so ends the effect 
  immediately. However, an affected seraph 
  would aid the caster’s allies with her abilities, 
  speak favorably on the caster’s behalf, and so 
  on. This replaces the celestial weapon 
  providence at 1st level.   
  Breath Weapon (Su): A seraph can 
  expend a point of providence as a standard 
  action once every 1d4 rounds and exhale a 
  30-foot cone that deals 1d6 points of soulfire 
  damage per angelic paragon level she 
  possesses. Those caught in the breath 
  weapon can attempt a Reflex save for half 
  damage. The DC is equal to 10 + 1/2 the 
  angelic paragon’s class level + her Con 
  modifier. 
  This 
  replaces 
  the 
  soulfire 
  providence at 1st level.  
  Bite (Ex): The seraph’s maw is filled with 
  razor-sharp teeth, giving it a bite attack. This 
  attack is a primary attack. The bite deals 1d8 
  points of damage (2d6 if Large) plus 1 and 
  1/2 her Strength modifier. The seraph’s 
  reach with that attack increases by 5 feet. 
  This replaces a seraph’s normal weapon 
  proficiencies.  
  Fire Subtype (Ex): The seraph gains 
  immunity to fire and gains vulnerability to 
  cold. The seraph takes half again as much 
  damage (+50%) from the cold energy type, 
  regardless of whether a saving throw is 
  allowed or if the save is a success or failure. 
  She also suffers a –4 penalty on saves against 
  spells and effects that have the cold 
  descriptor. She loses any resistance or 
  immunity to cold she possesses.  This 
  replaces the heavenly gift gained at 2nd level. 
  Sereph Heavenly Gifts 
  Grab (Ex): A seraph becomes adept at 
  grappling foes with her bite, gaining the grab 
  ability. Whenever the seraph makes a 
  successful bite attack, she can attempt a free 
  combat maneuver check. If successful, the 
  seraph grapples the target. This ability only 
  works on creatures of a size one category 
  smaller than the azata or smaller. Sereph 
  with this heavenly gift receive a +4 bonus on 
  CMB checks made to grapple.  
  Constrict (Ex): A seraph’s serpentine body 
  grows in strength allowing it to crush those it 
  grapples. Whenever the seraph successfully 
  grapples a foe using the grab ability, it deals 
  additional damage equal to the amount of 
  damage dealt by her bite attack.  The seraph 
  must possess the grab heavenly gift before 
  selecting this ability. 
  48 
   
  
   
  Feats 
  Absorb Spell  
  “Your paltry magic does not harm me fool; it 
  gives me strength!” 
  Prerequisite: Spell resistance 
  Benefit: If a spell or spell-like ability fails to 
  overcome your spell resistance you again a 
  +1 circumstance bonus to your own attack 
  rolls, saves, and skill checks for 1 hour. This 
  bonus increases by 1 every two spell levels, so 
  a 6th level spell such as chain lighting would 
  grant a +4 circumstance bonus. In addition, 
  you gain 5 temporary hp for every two spell 
  levels of the spell. These temporary hit points 
  also last for 1 hour. 
   
  Agile Flyer  
  “Combining quickness and agility, I surged 
  around the corner, circling my pretty prey, 
  navigating with ease at my best speed.” 
  Prerequisites: Winged creature, Dex 15 
  Benefit: When flying and making a run 
  action, you may make a 90 degree turn a 
  number of times equal to your Dexterity 
  bonus. 
   
  Celestial Restraints  
  “Stay. Good boy.” 
  Prerequisites: pool of providence class 
  feature, Grant Quarter, Knowledge (religion) 
  5 ranks, base attack bonus +5. 
  Benefits: You can spend 4 points from your 
  pool of providence as a standard action. You 
  can then make a melee touch or melee 
  weapon attack as part of that standard 
  action. If you hit successfully, your opponent 
  must make a successful Will save (DC 10 
  +1/2 your HD + your Cha modifier) or your 
  opponent is ensnared in manacles, chains 
  and ropes made from a strange divine 
  material. Such creatures are rendered 
  pinned; 
  they 
  can 
  attempt 
  a 
  Combat 
  Maneuver check or an Escape Artist check 
  (DC 10 + your HD + your Cha modifier) to 
  break these divine bonds. A Combat 
  Maneuver check is a standard action while an 
  Escape Artist is a move action. This works 
  exactly as if you had cast a touch spell, such 
  as for holding the charge if you miss the 
  attack roll. 
   
  Cloak Alignment  
  “Their priest thought to catch me with his 
  divinations but I shook his hand and walked 
  on by.” 
  Prerequisites: 
  alignment 
  subtype, 
  character level 4 
  Benefit: You suppress your alignment aura 
  and you are continuously protected by a 
  misdirection effect as the spell of the same 
  name with a caster level equal to her 
  character level 
   
  Curse of Victory  
  “You shall know naught but pain and 
  torment until an archon sounds a horn in the 
  lowest pit of Damnation.” 
  Prerequisites: Outsider or extraplanar 
  subtype, Knowledge (arcana or religion) 10 
  ranks, Cha 13 
  Benefit: If on the Prime Material Plane, you 
  may lay down a curse as an immediate action 
  in response to being slain or banished from 
  the Prime Material Plane. You can choose 
  any curse spell with a level equal to half your 
  HD to affect the opponent who killed or 
  banished you. The DC for this curse is 
  incredibly powerful (DC 15 + 1/2 your Hit 
  Dice + your Charisma modifier). This curse 
  can only be negated when a specific 
  condition 
  is 
  met. 
  This 
  condition 
  is 
  determined 
  by 
  you 
  (subject 
  to 
  GM 
  adjudication); it can be extremely unlikely 
  (when a red dragon that has never known evil 
  in its heart bows at the altar of the 16 
  sovereigns of heaven), but cannot be 
  impossible during the normal lifespan of the 
  opponent (when the sun goes out). This 
  condition is spoken aloud at the time the 
  curse is laid and playing with the language of 
  the curse is possible so as to subvert its intent 
  so long as a literal meaning can be met. 
   
  49 
   
  
   
   
   
   
   
  50 
   
  
   
  Directional Lashing  
  “Touching my outrage, I changed the 
  direction of down in relation to his body, and 
  watched his fully armored form smash into 
  the ceiling.” 
  Prerequisites: Flight, Fly 13 ranks 
  Benefit: As part of an attack action, any 
  creature you touch is affected as if it were 
  standing in an area affected by a reverse 
  gravity spell (no save), except you choose the 
  direction of gravity. 
  Divine Distraction  
  “What in the world could that be?!” 
  Prerequisites: Azata subtype, pool of 
  providence class feature, Bluff 10 ranks. 
  Benefit: You can expend 1 point from your 
  pool of providence as swift action and create 
  a momentary distraction affecting a single 
  creature within your natural reach, causing 
  that creature to gain the dazed and flat-
  footed conditions until the start of your next 
  turn. A successful Will save (DC 10 +1/2 your 
  HD + your Cha modifier) negates this mind-
  affecting compulsion effect. It cannot affect a 
  creature that is already under its effects. 
   
  Dictate of Heaven 
   “You will carry out my orders.” 
  Prerequisites: Archon Subtype, Pool of 
  Providence class features, Nomina Barbara 
  Heavenly Gift, Knowledge (religion) 6 ranks, 
  base attack bonus +6. 
  Benefit: At 6th level, if you know a living 
  creature’s name, you can expend 1 point from 
  your pool of providence as a swift action to 
  force it to carry out some service or to refrain 
  from some action or course of activity, as 
  desired. The subject can make a Will saving 
  throw to resist (DC 10 + 1/2 your HD + your 
  Cha modifier). The subject must be able to 
  understand you. While you cannot compel a 
  subject to kill itself or perform acts that 
  would result in certain death, you can compel 
  almost any other activity. The subject must 
  follow the given instructions until the task is 
  completed, no matter how long it takes. If the 
  instructions involve some open-ended task 
  that the subject cannot complete through its 
  own actions, the subject remains compelled 
  for a maximum of one day per HD you 
  possess. Note that a clever subject can 
  subvert some instructions. 
  If something prevents the subject from 
  obeying the instructions for a whole day, it 
  takes 3d6 points of damage each day it does 
  not attempt to follow them. Additionally, 
  each day it must succeed at a Fortitude 
  saving throw (same DC). A failure means it 
  becomes sickened and cannot benefit from 
  any magical healing effects. Starting on the 
  second day, a sickened creature must 
  succeed at a Fortitude save each day or 
  become is disabled (as if she had 0 hit 
  points). These effects remain until the day 
  after the subject attempts to resume the task. 
  This curse cannot be dispelled, but it can be 
  removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell, it 
  also ends if you die. If the creature fails its 
  Will save against this ability, you cannot use 
  this ability on that given subject a second 
  time. If a creature makes its saving throw, 
  that creature is immune to your use of this 
  feat for 24 hours. 
   
  Divine Rejuvenation  
  “Power in another form.” 
  Prerequisites: pool of providence class 
  feature. 
  Benefit: Three times per day you may 
  expend one point from your pool of 
  providence as a swift action to regain one 
  expended use of a class ability or spell-like 
  ability that has a limited number of uses per 
  day. 
   
  Divine Harbinger  
  “Meet the harbinger of our victory.” 
  Prerequisites: pool of providence class 
  features, knowledge (Religion) 6 ranks 
  Benefit: A divine harbinger functions like 
  an ephemeral, mobile blessing that you can 
  place upon you or your allies. It boostes the 
  defenses of your allies, making them less  
  51 
   
  
   
   
   
  susceptible 
  to 
  attack. 
  You 
  create 
  an 
  illusionary image, its appearance is up to 
  you, but it always appears as some sort of 
  Medium-sized 
  bright 
  and 
  auspicious 
  creature (examples include a golden lion, a 
  coutal, another celestial, a silver dragon, 
  etc.). This control over appearance is not fine 
  enough to make the illusion appear like a 
  specific 
  creature 
  and 
  it 
  is 
  always 
  automatically recognized as an illusion. You 
  and your GM choose and agree on this 
  appearance when you take this feat and once 
  chosen it cannot be changed. The illusion 
  also bears a prominent glowing angelic script 
  marking it as a divine harbinger and it can be 
  identified 
  as 
  such 
  with 
  a 
  successful 
  Knowledge (religion) check (DC 15). 
  Any ally (you are considered your own ally) 
  adjacent to your divine harbinger gain a +2 
  sacred bonus on its AC and saves. You can 
  move your sinister harbinger as a free action 
  on your turn, it follows your mental 
  directions. It has your speed and movement 
  modes. 
  As an illusion, your divine harbinger is not 
  real, it cannot attack or otherwise affect any 
  creature or object, but it does occupy a 5-ft. 
  square. Creatures and objects can enter the 
  divine harbinger’s 5-ft. square without 
  restriction; it must occupy its own space in 
  order to have any effect on allies. A divine 
  harbinger cannot flank or create a flanking 
  situation, nor provoke attacks of opportunity 
  from its movement. 
  As an illusion, it cannot be damaged, 
  hindered or destroyed, though it can be 
  dispelled (DC 11+ your HD), which causes it 
  to be suppressed for 1d4+1 rounds. Effects 
  like 
  an 
  anti-magic 
  shell 
  or 
  mage’s 
  disjunction also cause it to be suppressed for 
  the effect’s duration (if you are able to leave 
  an area causing such an effect, you could 
  reestablish the harbinger). Reestablishing is 
  a standard action, causing it to appear 
  adjacent to you; this requires you to have at 
  least 1 point in your pool of providance. The 
  illusion has a range of 120 ft. and requires 
  line of effect; if you don’t have one or the 
  other it is dismissed, though you can 
  reestablish it. You can also dismiss a divine 
  harbinger as a free action (for example, if you 
  wanted to be invisible and not have a divine 
  illusion with glowing angelic script following 
  you around), and later reestablish it. 
   
  52 
   
  
   
  Extra Providence 
  Prerequisites: pool of providence class 
  feature 
  Benefits: you gain 2 extra points of 
  providence for your pool each day.  
   
  Grant Quarter  
  “If we do not grant mercy, we are no better 
  than the fiends of Damnation” 
  Prerequisites: Pool of Providence, Cha 13 
  Benefits: 
  You 
  can 
  create 
  an 
  extradimensional prison where you can store 
  a living creature (without gear) in stasis by 
  expending one point of providence as an 
  immediate action, you can imprison up to 1 
  creature per HD you possess, and the 
  imprisonment lasts for one day per HD (after 
  that the ability has no effect upon them). The 
  creature must be within close range (25ft. +5 
  ft./ 2 levels) and must be either helpless or 
  willing —often, when granted an option 
  between this type of imprisonment and 
  death, a subject will submit to the effect. 
  Willing 
  targets 
  cannot 
  be 
  tricked 
  or 
  magically compelled. This effect places the 
  subject into a state of suspended animation. 
  For the creature, time ceases to flow, and his 
  condition becomes fixed. The creature grows 
  no older. His bodily functions virtually cease, 
  and no force or effect can harm him. This 
  prison is tied to you, so that when the effect 
  ends, the freed subject appears next to you. 
  You can release an imprisoned subject as a 
  full-round action at any time.  
   
  Impart Essence 
  “I lent a bit of my very nature to her, and the 
  wounds their unholy warrior’s blade had 
  dealt her slowly began to heal.” 
  Prerequisite: Fast healing, Con and Cha 13 
  Benefit: As a full-round action, you grant an 
  ally you are touching the benefit of your fast 
  healing for one round (regeneration will heal 
  lethal wounds that would normally not be 
  nonlethal wounds if you had suffered them). 
  You lose the benefit of the ability you grant 
  for that round (damage that would normally 
  be nonlethal to you, if you had the benefits of 
  regeneration, are lethal during that time). 
  You can use this ability a number of time per 
  day equal to 3 + your HD. 
   
  Improved Constrict  
  “I squeezed him like an empty gourd; all the 
  air rushed out of him.” 
  Prerequisites: Constrict, Str 13 
  Benefit: After you have dealt damage with 
  your 
  constrict 
  ability, 
  your 
  grappled 
  opponent must make a successful Fortitude 
  Save (DC 10 + 1/2 your Hit Dice + your 
  Strength modifier) or begin to suffocate. On 
  the opponent's next turn, if still constricted, 
  he falls unconscious and is reduced to 0 hit 
  points. One round later, the constricted 
  opponent drops to –1 hit points and is dying. 
  One round after that, the constricted 
  opponent dies. Each round, the opponent 
  can delay that round's effects (but not the 
  constrict damage) from occurring by making 
  a successful Fortitude save, but the current 
  effect(s) continue, and each time the 
  opponent fails his Fortitude save, he moves 
  one step further along the track to 
  suffocation. This feat only affects living 
  creatures that must breathe. It is impossible 
  to defeat the effects of this feat by simply 
  holding one's breath—if the victim fails the 
  initial saving throw, the air in his lungs is 
  expelled. 
   
  Planar Volatility  
  “My very presence stopped the wizard from 
  escaping and prevented the summoner from 
  challenging my vast power.” 
  Prerequisite: 
  Elemental, 
  outsider 
  or 
  extraplanar subtype, Pool of Providence class 
  feature; astride the ladder or archon 
  teleportation 
  providence, 
  Translocation 
  Sensitivity, Knowledge (planar) 13 ranks, 
  Base Attack Bonus +13, Cha 17 
  Benefit: 
  You 
  scramble 
  the 
  planar 
  connections in your immediate area. As an 
  immediate action you can expend a point of 
  53 
   
  
   
  providance when any creature attempts to 
  use 
  a 
  conjuration 
  (summoning) 
  or 
  conjuration (teleportation) spell, you can 
  attempt to counterspell it as if you had cast 
  dispel magic.   
   
  Potency and Vulnerability  
  “His blade of steel did me no harm, but her 
  blade of cold iron left a grievous wound.” 
  Prerequisite: Damage reduction 
  Benefit: You gain a vulnerability to the 
  special material and/or alignment that can 
  bypass your damage reduction, suffering 
  +50% damage from weapons of that material 
  and/or alignment type, but your damage 
  reduction also increases by 5. 
   
  Siphon the Divine  
  “An equivalent exchange.” 
  Prerequisites: pool of providence class 
  feature. 
  Benefit: Three times per day you can siphon 
  power from a divine magic item to restore 
  your pool of providence. With a full-round 
  action you ruin the divine magic item 
  (artifacts are immune) and regain a number 
  of points in your arcane pool equal to the 
  effective spell slot used to create it. An 
  attended or intelligent item gains a Will save 
  (DC 10 +1/2 your HD + your Cha modifier). 
  Any points above your pool of providance’s 
  maximum are lost. 
   
  Translocation Sensitivity  
  “I sense a disturbance in the fabric of 
  reality.” 
  Prerequisite: Pool of Providence class 
  feature; astride the ladder or archon 
  teleportation 
  heavenly 
  gift, 
  Knowledge 
  (planar) 9 ranks, Base Attack Bonus +9, Cha 
  13 
  Benefit: 
  You 
  immediately 
  know 
  the 
  destination of the most recent spell with the 
  teleportation subschool cast within the last 
  24 hours, and within 30 ft of you, and can 
  telepathically impart that knowledge to one 
  other creature. You know the location well 
  enough to teleport to it immediately with no 
  chance of error, although the feat confers no 
  ability to teleport. 
   
   
   
   
   
  54 
   
  
   
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  Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, 
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  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and 
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  Paizo Publishing, LLC. 
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: 
  Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, 
  Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor. 
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  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
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  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
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  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend. 
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  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
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  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
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  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
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  Secrets of Adventuring Copyright 2013 Steven D. Russell; Authors Steven D. Russell, David 
  Mallon, Jonathan McAnulty, Will McCardell, Benjamin Rombeaut 
  In the Company of Monsters. Copyright 2011, Steven D. Russell; Authors: Jonathan McAnulty 
  T.H. Gulliver, and Steven D. Russell. 
  In the Company of Fey Copyright 2013 Steven D. Russell; Authors Wendall Roy 
  In the Company of Dragons Copyright 2014 Steven D. Russell; Authors Wendall Roy 
  In the Company of Angels Copyright 2015 Steven D. Russell; Authors Steven D. Russell 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Races and Classes/In the Company of Angels.pdf