Angelic Hero |
(BL: Talinor / Art: Denah) |
Dor Un Avathar 8th Edition, p. 5 |
Description: Angelic Heroes are the spirits of knights
who have been rewarded by the gods for noble service to the forces
of Good. They are sent down from the heavens to aid faithful mortals
in dire need, to guard an object of tremendous power or to combat
evil too great for mankind to vanquish alone. They generally appear
as majestic knights in glowing white armor and garb. Only Knights
may play these beings. |
Garb: White and gold tunic with a golden phoenix displayed. |
Type: Extra-Planar Mystical Humanoid |
Q/M Ratio: 5/1 (QUEST) |
Armor: Two points Natural Invulnerable, may wear up
to 4 additional points of normal armor |
Shield: Any |
Weapons: Any single melee weapon up to Long, javelins |
Immunities: Magic, Subdual, Death, Poison, Disease |
Natural Lives: 2 |
Abilities & Traits: |
· Enhanced Armor |
|
All normal armor worn is considered Invulnerable armor
in the location it covers. This armor may be Mended normally. |
· Extend Immunities to Equipment |
|
All immunities are extended to the Monster’s equipment. This
includes any protective enchantments gained during play, if applicable. |
· Innate Ability : Holy Weapon (1/life) |
|
Weapon is considered Red, magical, indestructible and may be used
to break even Improved, Hardened and Imbued shields. |
· Vulnerability : Beneficent |
|
Monsters with this vulnerability may not attack unless provoked.
This generally means an opponent must attempt to strike first. Provoked
does not mean using lame excuses to join combat. Because of this vulnerability,
playing such a Monster may get boring
in terms of combat (all the more reason to role-play). |
· Vulnerability : Altered Effect Sever Spirit
treated as Lost. |
|
Amtgard Rules of Play version 7.2, page 47: Lost:
Person must go back to their base or Nirvana (whichever is farthest
away) before they can do anything else. The person is
out of game until he reaches his destination.
|
Levels: |
1st As above |
2nd Gains Innate Magical Ability : Heal (1/life) |
|
Amtgard Rules of Play version 7.2, page 44: Heal:
Touch person and state:
“Sword Cut, spear stab, mace smash, arrow jab, Let the white
light of healing descend on thee.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing stop thy spilling blood
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing mend thy bones.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing close thy wounds.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing restore thy vigor.
Sword Cut, spear stab, mace smash, arrow jab, The white light of
healing hath healed thee.” |
3rd Gains Innate Ability : Extend Immunities (unlimited) |
|
Amtgard Rules of Play version 7.2, page 26: Extend Immunities
I: “My faith shall defend thee.”
R: Touch
E: Player extends all of his class immunities to one person with whom
he is in direct physical contact. Immunities may not be extended to
equipment. This ability ends as soon as physical contact is broken.
N: May be used while moving. |
4th Heal becomes (2/life) |
5th Gains Innate Magical Ability : Resurrect (1/life) |
|
Amtgard Rules of Play version 7.2, page 51: Resurrect
M: Dead Person
I: State once:
R: “Sword Cut, spear stab, mace smash, arrow jab, Let the white
light of healing descend on thee.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing stop thy spilling blood
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing mend thy bones.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing close thy wounds.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light
of healing restore thy vigor.
Sword Cut, spear stab, mace smash, arrow jab, The white light of healing
hath resurrected thee.”
E: Touch
L:The dead person is alive again, negating the last death and removing
all negative effects on the player such as Yield or Poison.
A dead person cannot move on his own nor speak in order to encourage
a caster to Resurrect him. A person that moves from
where they died (barring removing oneself from impeding play) cannot
be Resurrected unless a Summon Dead spell is used first.
Will not turn monsters back to human. Monsters created by magic may
not be Resurrected. All wounds and damage to natural armor the dead
person had prior to dying are repaired.
N: A dead person may remain on the field as long as he wishes, but
may not affect the battle or impede play. Enchantments
not eliminated by combat effects or not specifically prohibited may
be retained by a Resurrected person. |
6th +1 Natural Lives (total 3) |