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The Angel is a mighty champion of good, leading the Crusade by example. They move across the battlefield on their mighty wings, smiting the demons with a sword of holy flame. Those who are fighting alongside the Angel are certain that they will be protected and healed—and even resurrected in the case of their untimely demise. In times of dire need the Angel can ask Heaven for help and celestial allies will join them in battle.
Other Pathfinder Wrath of the Righteous Guides:
- Unique Items List
- Cheats (Trainer and Mod)
- Secret Ending
- Romance Guide
- Class Tier List
- All Mythic Paths
- All Pathfinder WotR Guides
Angel Mythic Path
- Unlock: In the underground ruins, where you first met Lann and Wenduag. Pick up the angel’s sword to acquire it.
Angel Mythic Spells
Name | Effects | Level |
Grant Repose | You make a touch attack against any undead creature. If it fails a Will saving throw, it is immediately destroyed. If the target succeeds, it is dealt 2d6 damage plus 1 damage per 2 caster levels. | 3 |
Shield from Demonkind | For one minute per caster level, any time the target is attacked by a demon, the demon is dealt 1d6 points of damage plus 1 damage per two caster levels. Additionally, the target gains deflection bonus to AC equal to 2 plus 1 per six caster levels. | 3 |
Ward from Disease | The target gains immunity to diseases for 10 minutes per caster level. | 3 |
Blade of the Sun | You create a 60 feet long line of holy energy, dealing 1d8 holy damage per two caster levels to all targets on the line. | 4 |
Pure Form | You heal yourself for 1d8 hit points per caster level and automatically dispel any negative effects on yourself. | 4 |
Repel the Profane | This spell affects all undead creatures, evil outsiders and divine casters devoted to evil deities. If the target fails a Will saving throw, it’s frightened for 1 round per caster level. If the saving throw is successful, the target is shaken for one round. This spell ignores immunity to fear effects. | 4 |
Ward from Disease Communal | All allies in 20 feet radius gain immunity to diseases for 10 minutes. | 4 |
Cleansing Flames | Every enemy in the radius of the spell is dealt 1d6 holy damage per caster level. Allies are dealt 1 holy damage per caster level, but are automatically healed from any ability score damage, blindness, confusion, and dazzled, exhausted, fatigued, nauseated and sickened conditions. Additionally, it tries to dispel all diseases, poisons and curses from the allies. | 5 |
Ward from Harm | The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 5 |
Ward from Unclean Communal | The target gains immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes per caster level. | 5 |
Bolt of Justice | You release a powerful stroke of energy that deals 1d6 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone.If the target is evil, the spell instead deals 1d8 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -2 penalty to AC, attack rolls and saving throws.If the target is an evil outsider or an undead creature, the spell instead deals 1d10 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -4 penalty to AC, attack rolls and saving throws.If the target is a demon lord, an evil dragon or a lord of undead (a powerful undead creature like liches, undead dragons, nightshades and similar), the spell instead deals 1d12 points of holy damage per caster level. The target suffers a -4 penalty to AC, attack rolls and saving throws. It also needs to make a successful Reflex saving throw, or become prone. | 6 |
Aegis of the Faithful | This blessing targets one ally in close range. The ally is granted the combined effect of Shield, Shield of Faith, Protection From Arrows, Displacement and Resist Fire, Cold, Electricity, Acid and Sonic spells for one minute per caster level. | 6 |
Holy Hymn | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -2 penalty on such rolls. | 6 |
Ward from Harm Communal | The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Ward from Weakness | The target gains immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Radiant Ground | You create a 20 feet radius area for a number of rounds equal to your caster level. Each round every creature in the area is healed for 1d6 hit points per two caster levels. | 7 |
Sun Marked | For one minute per caster level, the target’s attacks deal addition 1d6 holy damage per four caster levels, and any creature striking the target in melee deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level. | 7 |
Wall of Light | You create a wall of light, which deals 1d6 points of holy damage per caster level to any evil creature going through it. It grants any good or neutral creature gains an ability to deal 2d6 additional holy damage with their next attack. If a good or neutral creature charges through the wall, it instead deals 1d6 holy damage per caster level with their next attack. | 7 |
Ward from Weakness Communal | All allies in 20 feet radius gain immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 7 |
Storm of Justice | This spell functions like bolt of justice, except it affects multiple creatures. | 8 |
Avenger’s Blessing | This spell targets an ally in close range. The target gains the combined effect of Divine Power, Holy Aura and Greater Heroism spells for one round per caster level | 8 |
Gale of life | This spell works as Breath of Life, but affects all allies in 20 feet radius. | 8 |
Solar Chains | A creature targeted by this spell is held immobile by glowing golden chains composed of pure sunlight. For a number of rounds equal to your caster level, the creature is paralyzed, held in place, and is dealt 4d6 damage plus 1 damage per caster level every round. It may attempt a new saving throw each round to end the effect. If the initial saving throw is successful, the target is staggered for one round and is dealt the same amount of damage. | 8 |
Bring Back | This spell restores 10 HP per caster level.\nUnlike other spells that heal damage, bring back can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life with this spell gain a temporary negative level that lasts for 1 day. | 9 |
Fortress of Faithful | This spell works as Aegis of the Faithful, but affects all allies in 20 feet radius and lasts for 1 hour. | 9 |
Sun Form | For the next number of rounds equal to your caster level, you become incorporeal and gain the ability to shoot rays of holy fire as a swift action, dealing 1d6 damage per caster level, half of which is fire and half is holy. | 9 |
Wrath of the Righteous | All demons in 40 feet radius around the caster make a Will saving throw. If it’s failed, the demon is dealt 10 damage per caster level. If the saving throw is successful, the demon is dealt 1d6 damage per caster level. | 9 |
Army of Heaven | All allies in a 30 foot radius gain the combined effects of Avenger’s Blessing, Mind Blank, and Holy Sword spells for one hour. | 10 |
Eye of the Sun | Every enemy in a 30 foot radius is dealt 12 damage per caster level. Half of this damage is fire damage, half is holy damage. A successful Reflex saving throw reduces the amount to 1d12 damage per caster level. | 10 |
Phoenix Gift | For the next 1 minute per caster level, if the target would be brought below zero hit points, it is instead healed to maximum and deals 1d6 fire damage per caster level to all enemies in 20 foot radius. | 10 |
Rekindle | This spell works as True Resurrection , but affects every ally in 30 feet radius around the caster. | 10 |
Angel Progression
Level | Abilities |
3 | Mythic Ability, Summon Spirit Paladins, Sword of Heaven, Mythic Spellbook, Angelic Halo |
4 | Mythic Feat, Improved Sword of Heaven, Summon Movanic Deva |
5 | Mythic Ability, Improved Angelic Halo, Summon Movanic Devas |
6 | Mythic Feat, Improved Sword of Heaven, Summon Astral Deva |
7 | Mythic Ability, Improved Angelic Halo, Summon Astral Devas, Halo’s Holy Aura |
8 | Mythic Feat, Greater Sword of Heaven, Summon Astral Devas |
9 | Mythic Ability, Summon Spirit Guardian |
10 | Mythic Feat, Greater Sword of Heaven, Summon Spirit Guardians |
Angel Abilities
Summon Spirit Guardian
Summon Spirit Paladins
This ability summons a pair of Spirit Paladins for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Sword of Heaven
Angels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional 2d6 holy damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage.
At 2nd, 4th, 6th, 8th, and 10th mythic ranks, an Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th ranks are significantly more powerful.
Mythic Spellbook
At 3rd level, Angel receives the ability to cast mythic spells. He can either choose to take it as part of an existing full divine spellcaster spellbook, or as a standalone spellbook.
Angelic Halo
Mythic Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a bonus equal to half Angel’s mythic rank plus 1 to AC and saving throws against attacks made or effects created by evil creatures.
At 5th, 7th, and 9th mythic rank, an Angel can select an improvement to the Angelic Halo ability.
Summon Movanic Deva
This spell summons a movanic deva. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
Summon Astral Deva
This ability summons an Astral Deva for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Halo’s Holy Aura
Angel’s Halo now emanates an aura similar to the effect of holy aura spell.
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 20 + Angel’s mythic rank against evil spells and spells cast by evil creatures.\nThird, the abjuration protects from all mind-affecting spells and effects.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness, but against holy aura’s save DC).