P & P Celestials

Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.

What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.

Changes

One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now two different types of devas that can be summoned depending on which area the player is in.

The Astral Deva

A General Overview
Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium 8)

Combat
Although they are servants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking.

Astral Devas have the following innate powers:

  • Aid, at will 1/round.
  • Cure Serious Wound, 3/day.
  • Detect Evil, at will 1/round.
  • Know Alignment, at will 1/round.
  • Teleport Without Error, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Detect Snares and Pits, 7/day.
  • Heal, 1/day.
  • Infravision, at will 1/round.
  • Invisibility 10' Radius, at will 1/round.
  • Polymorph Self, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Blade Barrier, 1/day.
  • Detect Invisibility, at will 1/round.

In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.

Astral Devas wield a mace like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.

The Movanic Deva

A General Overview
Movanic Devas are perhaps the most privileged of all devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium 8.)

Combat
Although they are servants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking.

Movanic Devas have the following innate powers:

  • Aid, at will 1/round.
  • Cure Serious Wound, 3/day.
  • Detect Evil, at will 1/round.
  • Know Alignment, at will 1/round.
  • Teleport Without Error, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Detect Snares and Pits, 7/day.
  • Heal, 1/day.
  • Infravision, at will 1/round.
  • Invisibility 10' Radius, at will 1/round.
  • Polymorph Self, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Cast any Evocation/Invocation Spell, 1/day.
  • Anti-Magic Shell, at will 1/round.
  • Protection from Normal Missiles, at will 1/round.
  • Spell Turning, at will 1/round.
  • Call Planetar, 1/day with 30% chance of success.

In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.

Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.

Planetar

A General Overview
Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.

Combat
Planetars have the spell ability of a priest half the level of the Planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:

  • Aid, at will 1/round.
  • Cure Serious Wound, 3/day.
  • Detect Evil, at will 1/round.
  • Know Alignment, at will 1/round.
  • Teleport Without Error, at will 1/round.
  • Blade Barrier, 3/day.
  • Cure Disease, at will 1/round.
  • Detect Invisibility, at will 1/round.
  • Detect Snares and Pits, at will 1/round.
  • Dispel Magic, at will 1/round.
  • Earthquake, 1/day.
  • Feeblemind, 1/day.
  • Fire Storm, 1/day.
  • Flame Strike, 3/day.
  • Heal, at will 1/round.
  • Holy Word, 1/day.
  • Improved Invisibility 10' Radius, at will 1/round.
  • Insect Plague, 1/day.
  • Limited Wish, 1/day.
  • Polymorph Any Object, at will 1/round.
  • Protection From Evil 40' Radius, at will 1/round.
  • Raise Dead, 3/day.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Resist Cold, at will 1/round.
  • Greater Restoration, 1/day.
  • Shapechange, 1/day.
  • Symbol- any, 1/day.
  • True Seeing, at will 1/round.

In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.

Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.