I think I’ve finally settled on a build for my fighter/celestial warlock, but I’m not quite sure what the story behind him should be.
I was originally going for a “deny your maker” mentality where he was promised at a very young age things that weren’t all that apparently true about his deities and their powers. True, he gains the powers to help, but he sees so much death and destruction that he can’t understand why these all powerful beings aren’t doing what they claim to be able to do.
I realize things are up to interpretation based on the story of the adventure one is running, but typically creatures are the same across them all.
Then in the 24 rules they seemed to make Assimar, a celestial themed race, part animal, and that through me through a loop.
So, is my version of what a Celestial is valid, or am I overplaying their abilities and/or what they claim to be/do?
Celestials are creatures native to the Celestial Planes, also called the Upper Planes.
Celestials are a very wide group, including power-wise. For example, a human could pray to an empyrean while keeping a sunfly as a pet.
Thus, my advice would be that you yourself precise what kind of celestial your warlock has a pact with.
I haven't read the 2024 version of the aasimar yet but what you described sounds more like the ardling, a playable species that did not make it out of the testing process. Aasimar are traditionally descended from angels, who look like humans with wings, while it seems that ardlings were going to be related to archons and guardinals, many of whom look like anthropomorphic animals.
Hmm, it could be that an empyrean (Challenge 23, Charisma 27), a solar (Challenge 21, Charisma 30), or any similar celestial, would inspire immense confidence in the eventual triumph of good over evil and, either out of pride or not wanting to demoralize the warlock, would not properly convey that they have had their hands full against equally impressive fiends for thousands of years across a thousand different worlds. The warlock's adventures would then be a harsh reminder of the state of their own world in this day and age, with little to no hope to witness the promised improvement.
I see. Okay, i’ll look into those creatures. I mean, in theory m character doesn’t even need to know what they are specifically as long as I the player know they can exist in this world. Thanks!
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I think I’ve finally settled on a build for my fighter/celestial warlock, but I’m not quite sure what the story behind him should be.
I was originally going for a “deny your maker” mentality where he was promised at a very young age things that weren’t all that apparently true about his deities and their powers. True, he gains the powers to help, but he sees so much death and destruction that he can’t understand why these all powerful beings aren’t doing what they claim to be able to do.
I realize things are up to interpretation based on the story of the adventure one is running, but typically creatures are the same across them all.
Then in the 24 rules they seemed to make Assimar, a celestial themed race, part animal, and that through me through a loop.
So, is my version of what a Celestial is valid, or am I overplaying their abilities and/or what they claim to be/do?
Celestials are creatures native to the Celestial Planes, also called the Upper Planes.
Celestials are a very wide group, including power-wise. For example, a human could pray to an empyrean while keeping a sunfly as a pet.
Thus, my advice would be that you yourself precise what kind of celestial your warlock has a pact with.
I haven't read the 2024 version of the aasimar yet but what you described sounds more like the ardling, a playable species that did not make it out of the testing process. Aasimar are traditionally descended from angels, who look like humans with wings, while it seems that ardlings were going to be related to archons and guardinals, many of whom look like anthropomorphic animals.
I see. Guess I need to get more specific. Thanks.
Does this theme remind you of any of them in particular?
Hmm, it could be that an empyrean (Challenge 23, Charisma 27), a solar (Challenge 21, Charisma 30), or any similar celestial, would inspire immense confidence in the eventual triumph of good over evil and, either out of pride or not wanting to demoralize the warlock, would not properly convey that they have had their hands full against equally impressive fiends for thousands of years across a thousand different worlds. The warlock's adventures would then be a harsh reminder of the state of their own world in this day and age, with little to no hope to witness the promised improvement.
I see. Okay, i’ll look into those creatures. I mean, in theory m character doesn’t even need to know what they are specifically as long as I the player know they can exist in this world. Thanks!