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Stats[]

Stat

Information
HD 1d10
Skills +1 to Arcana, Animal Handling, Insight, Medicine, Perception, Religion
Abilities +2 CON | -2 CHA
Nat. Armor +2

General[]

Nephilim are the offspring between any other race, excluding Demons and Djinn, and any ranking Angel. Typically, Nephilim have no knowledge of their parentage until they either spontaneously use their abilities or are hunted down by Angels. It is common for Nephilim to never know their fathers and their mothers either refuse to talk about them or they lie to their child about who their father is.

It is rare that a Nephilim's father to be in their lives and when they are; the Angel is not attached to their offspring. On the off-chance that they are, the Angel is typically overprotective and overbearing.

Appearance[]

Angel Colours

Colour scale for Angel wings

Nephilim look like a normal human, or whatever their mother's race/species is. While their looks may seem more ethereal, it's the personality that is affected by the Nephilim's Angelic parent. A Nephilim's personality is bound to the virtue of their parent. Additionally, Nephilim can fall victim to unholy energy much quicker than they would had they not ben half Angelic. A Nephilim can fall victim to an Angelic Fall and become a half-Fallen Nephilim. In this case, the Nephilim would take on the temperament of whatever Vice influenced them.

At some point in some, not all, Nephilim's lives, they may gain a single set of wings. The Angelic Ranks have little to no influence with this chance. It is extremely rare to near-impossible without Angelic assistance to gain another set of wings. There have been no recorded cases on the phenomenon as the majority of Nephilim are killed on sight before they reach maturity.

Physiology[]

Diet[]

Nephilim have the same diet as their non-Angelic parent. Some Nephilim have less of an appetite than others, however, this is not the case for all of them.

Senses[]

Nephilim have a heightened sense of perception. As such, they have the innate ability to sense Angels, Demons, and even some magic users, though they most rarely know what the feeling is.

Limitations[]

  • Nephilim are more easily corrupted by sin and Demons than they would had they not been half Angel.
  • Nephilim are typically bound to their Angelic Parent's virtue and have a very difficult time reaching outside of said virtue.

Racial Abilities[]

Miracle Points[]

Miracle Points are a Nephilim's magical storage. If a Nephilim has no Miracle Points stored, they are unable to perform any kind of angelic magic. Miracle Points are gained via performing miracles or performing feats that embrace the angelic virtue of the Nephilim.

Heal[]

Costs: 5 Miracle Points

Learned at level 1, the ability to heal creatures and people. The ability requires 5 Miracle Points to use. The fewer the points, the less effective the ability. If a Nephilim attempts to heal an unholy creature, it will cause damage instead of healing them.

Damage can range depending on how heavy the intent. Heal can be used as an attack against unholy creatures.

Heal Miracle Point Chart:

Miracle Points Damage
200 - 190 20d6
190 - 180 19d6
180 - 170 18d6
170 - 160 17d6
160 - 150 16d6
150 - 140 15d6
140 - 130 14d6
130 - 120 13d6
120 - 110 12d6
110 - 100 11d6
100 - 90 10d6
90 - 80 9d6
80 - 70 8d6
70 - 60 7d6
60 - 50 6d6
50 - 40 5d6
40 - 30 4d6
30 - 20 3d6
20 - 10 2d6
10 - 5 1d6
5 - 0 0d6

Holy[]

Costs: 5 Miracle Points

Learned at level 2, Holy is one of two main attacks a Nephilim has. This ability costs 5 Miracle Points and only affects unholy creatures, and those touched by unholy energy. Unholy creatures take more damage than those touched by unholy energy.

Demonmancers equal damage as unholy creatures.

Holy Miracle Point Chart:

Miracle points Unholy Creatures Unholy Energy
>200 10d10 10d6
>180 9d10 9d6
>160 8d10 8d6
>140 7d10 7d6
>120 6d10 6d6
>100 5d10 5d6
>80 4d10 4d6
>60 3d10 3d6
>40 2d10 2d6
>20 1d10 1d6
>10 0d10 0d6

Purify[]

Costs: 15 Miracle Points

Learned at level 3, the ability requires 15 Miracle Points to use. It is a lesser form of the ability, Smite, which allows the Nephilim to purify creatures, people, objects and areas.

This ability works on a DC of 10+WIS+LVL to cleanse the target. Target takes half damage if the DC is passed.

Smite[]

Costs: 100 Miracle Points

Learned at level 6, the ability requires a full bar of 100 Miracle Points to use, however, the Nephilim will be fatigued for 1d8 days or unconscious for 1d4 hours. The ability allows the Nephilim to purify creatures, people, objects and areas. Smite has a 10-foot diameter.

Any unholy creature or those touched by unholy energy within the area are purified. Demons must beat a DC of 8+WIS+LVL to not be killed. If the demon bests the DC, they then must succeed a WIS save to not be banished. Any demon banished takes 1d10 days to return from Inferus.

Combat[]

Nephilim can use a variety of weapons and divine magic. If a Nephilim gets their hands on an angelic weapon, they have the ability to use it. These weapons are made with Blessed Steel. This steel holds no danger to the wielder, but can harm those struck by it. Unholy creatures and those touched by Unholy energy receive additional damage from the weapon when struck. If an unholy creature or someone with unholy energy touches the weapon they are burned and take 4d8 fire damage and 2d6 purify damage as a result.

Blessed Sword[]

Length: 35.4"

A holy long sword made with Blessed Steel. Normal enemies take normal damage, however, any unholy creatures or those touched by unholy energy take additional damage.

LVL Damage Fire Damage Purification Damage
1-5 2d12

4d8

2d6
6-10 4d12 4d8 2d6
11-15 6d12 4d8 2d6
16-20 8d12 4d8 2d6

Blessed Dagger[]

Length: 12.4"

A holy dagger made of Blessed Steel. It has the ability to damage as well as purify those struck by it. Unholy creatures and those touched by unholy energy take additional damage when struck.

LVL Damage Fire Damage Purification Damage
1-5 2d8 4d8 2d6
6-10 4d8 4d8 2d6
11-15 6d8 4d8 2d6
16-20 8d8 4d8 2d6

Blessed Spear[]

Length: 8'

The shaft of the spear is made of a type of Acacia Wood and tends to be unbreakable. The only known way to break the spear shaft is Blessed Steel. The spearhead itself is Blessed Steel. While unholy creatures and those touched by unholy energy can take hold of the spear's shaft without injury, the spearhead will still cause harm and additional damage if struck.

LVL Damage Fire Damage Purification Damage
1-5 2d10 4d8 2d6
6-10 4d10 4d8 2d6
11-15 6d10 4d8 2d6
16-20 8d10 4d8 2d6

Blessed Staff[]

Length: 6'-9'

A long shaft of Acacia wood with 1' of Blessed Steel capping both ends. The staff is only able to be broken by other Blessed Weapons. Unholy creatures and those touched by unholy energy have the ability to wield the staff, however, they can be injured by the Blessed Steel as well as take additional damage from it.

LVL Damage Fire Damage Purification Damage
1-5 2d8 4d8 2d6
6-10 4d8 4d8 2d6
11-15 6d8 4d8 2d6
16-20 8d8 4d8 2d6

Blessed Bow[]

Length: 5.5'

A longbow made of Acacia wood and Blessed Steel. The arrows are made with the same materials, with the addition of Angel Feathers as the arrow's fletchings. Any unholy creature or those touched by unholy energy take fire damage as well as purification damage.

LVL Damage Fire Damage Purification Damage
1-5 1d10 4d8 2d6
6-10 2d10 4d8 2d6
11-15 3d10 4d8 2d6
16-20 4d10 4d8 2d6

Angel Feathers[]

An Angel Feather is either removed from or shed from an Angel's wing. They are able to purify a number of things including, objects, creatures and people. Once purified, the unholy influence drops back down to 0. Angel Feathers can have unlimited uses or a number of uses depending on the rank of the Angel it comes from.

Rank Purification Damage Uses
Angel 2d10 5
Archangel 4d10 10
Seraphim 6d10 Unlimited
Virtue 8d10 Unlimited

Types of Virtue[]

There are seven types of virtues that a Nephilim can inherit from their angelic parent.

The Seven Heavenly Virtues are as follows:

Charity – Will, benevolence, generosity and sacrifice.

Faith – Belief and optimism.

Fortitude – Forbearance, strength and endurance.

Hope – No despair and no giving up.

Justice – Fairness and righteousness.

Prudence – Ability to judge between actions.

Temperance – Humility and equanimity.

Notable Nephilim[]

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