Exalted Angel [ edit ]

Description [ edit ]

Called by the heavens, the Exalted Angel smites the wicked and heals the righteous. Nothing, not even death, can stop the judgement of the Exalted Angel.

This Divine Epic Destiny strengthens offensive light-based spell casting and positive energy healing, especially when used together. Exalted Angels can also unleash raw divine power to smite evil opponents as well as mark undead and evil outsiders for utter destruction.

Requirements [ edit ]

At level 20, your Destiny may be to become an Exalted Angel if you have at least one of:

Innate abilities [ edit ]

Granted automatically as you level up in the destiny.

Celestial Destiny: Passive Bonus: Gain 50 sp. Each additional level of Exalted Angel grants 50 sp and +1 to Cleric, Paladin and Favored Soul caster levels if you have any levels in the class. EDP Cost: 0 Ranks: Automatic Progression: 0 No requirements Mass Cure Moderate Wounds: Active Ability: (Cooldown 9 seconds, Cost 35 sp) Casts Bug: Mass Cure Moderate Wounds cannot be cast while an undead is targeted. You get an "invalid target" notification. : Active Ability: (Cooldown 9 seconds, Cost 35 sp) Casts Cure Moderate Wounds, Mass as a Spell-Like Ability (benefits from metamagic feats at no additional cost). EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements Angelic Presence: Active Ability: (Cooldown 10 seconds) Toggle While above 50% Health you have a +2 : Active Ability: (Cooldown 10 seconds) Toggle While above 50% Health you have a +2 sacred bonus to Charisma, and all enemies have a -2 penalty to attack rolls. This penalty counts as a Fear effect and stacks with the Aura of Menace from the Angel of Vengeance enhancement. EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements Astral Vibrance: Active Ability: (Cooldown 1 minute) Toggle While you are above 50% health enemies below 50% health take 1d4 Light damage every 2 seconds, increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds) and nearby allies below 50% health receive 1d4 Positive Energy healing every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds). Having this ability active costs 1 sp every 2 seconds, increasing by 1 every 2 seconds. EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements Transcendental Magic: Passive Bonus:+3 to the DC of all your spells. EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements Ascendance: Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP. Notes: When in angelic form, you have an undocumented +2 to Wisdom and Charisma. While in angelic form, you are immune to repair spells and do not have Warforged healing amp penalties. Pale Masters can still be healed via negative energy and remain unaffected by positive energy. : Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP. EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

Tier One [ edit ]

Abilities in this tier can be purchased after taking the Exalted Angel destiny. All abilities below have 1 rank unless otherwise listed.

Tier Two [ edit ]

After 4 points are spent, abilities in this tier can be purchased.

Judgment: Active Ability: (Cooldown 15 seconds, 10sp) Target undead or evil outsider will explode when killed, dealing 10d100 light damage to other undead or evil outsiders near them. This ability does not affect players. EDP Cost: 2 Ranks: 1 Progression: 4 No requirements Embrace the Light: Passive Bonus: You take +[10/20/30]% less light damage. EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Radiant Power 1/2/3 Soundburst: Active Ability: (Cooldown 15/11/7 seconds, Costs 12/9/6sp) Casts : Active Ability: (Cooldown 15/11/7 seconds, Costs 12/9/6sp) Casts Soundburst as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Fortitude (DC 10 + character level + charisma or wisdom mod) or Spell Resistance save negates stun. EDP Cost: 1 Ranks: 3 Progression: 4 No requirements Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma. EDP Cost: 2 Ranks: 1 Progression: 4 No requirements

Tier Three [ edit ]

After 8 points are spent, abilities in this tier can be purchased.

Tier Four [ edit ]

After 12 points are spent, abilities in this tier can be purchased.

Judge the Many: Passive Bonus: Undead or evil outsiders judged gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in the area have 50% chance to receive the effects of the Judgement epic ability (see above). EDP Cost: 1 Ranks: 1 Progression: 12 Requires: Lay to rest 1 Rebuke Foe: Active Ability: (Cooldown 3 seconds) Only usable when Endless Ardor stack >=5. Target enemy takes 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless Ardor stacks reset to zero. EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Blood and Radiance 1 Blood and Radiance: Passive Bonus: Each time you cast a light based spell, you gain Endless Ardor: +1/+2/+3 sacred bonus to positive energy for 10 seconds. Each time you cast a positive energy spell, gain Righteous Fervor: +1/+2/+3 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration. Stacks decay at 1-2 decrements per second. Successive ranks in Blood and radiance increase both bonus to respective spell power, and increments in Endless Ardor or Righteous Fervor each time a qualifying spell is cast. Each an Archon's light attack count as a "spell" for this purpose. EDP Cost: 1 Ranks: 3 Progression: 12 No requirements Excoriate: Passive Bonus: When your Righteous Fervor stack is >=5, your light spells and smites have a 3% chance to stun opponents for 6 seconds. EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Blood and Radiance 1 Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma. EDP Cost: 2 Ranks: 1 Progression: 12 No requirements

Tier Five [ edit ]

After 16 points are spent, abilities in this tier can be purchased.

Be at Peace: Active Ability: (Cooldown 2 mins, 10sp) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless Ardor and Righteous Fervor stacks are reset to zero. EDP Cost: 2 Ranks: 1 Progression: 16 No requirements Leap of Faith: Active Ability: (Cooldown 3 seconds, 10 sp) Leap through air (like leap of faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess this ability, it now recharges at a rate of 1 every 12 seconds in private areas. : Active Ability: (Cooldown 3 seconds, 10 sp) Leap through air (like leap of faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess this ability, it now recharges at a rate of 1 every 12 seconds in private areas. EDP Cost: 1 Ranks: 1 Progression: 16 No requirements Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma. EDP Cost: 2 Ranks: 1 Progression: 16 No requirements

Tier Six [ edit ]

After 20 points are spent, abilities in this tier can be purchased.