Dungeon Master 
Join Date: June 10, 2001
Location: Fortress of Regrets
Posts: 97
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I REALLY REALLY hope this formats well...... anyways, these are the 3e stats for planetars and solars....
(edit: HOLEEEE CRAP, that came out like an ugly jumble, let me try to make it nicer looking though this may stretch out the post, but it's long already, so who cares ?)
Planetar (Large Outsider, Good)
133 hp
+8 initiative
Speed 30 ft. Fly 90 ft.
AC 32 (2e equivalent is about -12)
Weapon is a +3 greatsword that deals 2d6+13
5 attacks per round (+28,23,18,13,8)
+2 might composite longbow (+5)
Special Qualities, DR 30/+3 (immune to weapons less than +3), SR 30, regeneration
Saves: irrelevant, I have no idea how fortitude, reflex and will translates to 2e.
Abilities:
Str 25
Dex 19
Con 20
Int 22
Wis 23
Cha 22
Feats: Blind-Fight (invis. opponents get no attack bonus), Cleave, Improved Initiative, Power Attack
Solar (Large Outsider, Good)
209 hp
Speed 50 ft. , fly 150 ft.
Ac: 35 (Once again this -15 in BG2 terms)
Weapon: +5 dancing, vorpal greatsword, or same bow as per Planetar
5 attacks per round (35,30,25,20,15) (keep in mind that this greatsword is being used as a ONE-Handed weapon, so they could dual-wield it with something else)
Damage Reduction 35/+4 (unless your weapon is +4, the first 35 points of damage per attack are negated), Spell Resistance 32
Abilities:
Str 28
Dex 20
Con 20
Int 23
Wis 25
Cha 25
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack
(what cleave and great cleave do is that you get an extra attack, everytime you kill something in melee using a melee attack. Mobility let's you move around anytime you want during combat)
Celestial Qualities
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 at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day 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 that archon’s aura for one day.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)
Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Planetar
Spell-Like Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day-earthquake, greater restoration, shapechange, and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 16 + spell level).
The following abilities are always active on the planetar’s person, as the spells cast by a 17th -level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).
Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.
Solar
Spell-Like Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).
The following abilities are always active on the solar’s person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).
Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.
Look at that ! SOLARS CAST IMPRISONMENT AT WILL ! So that's literally unlimited imprisonments..... Imagine summoning one of those.... Also imagine teaming him up with 5 sorcerers or something. These guys eat up demi-liches for breakfast and ask for draco-lich sized seconds.
[This message has been edited by homsuplee (edited 07-19-2001).]
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