Back to the Race Page

Humanoid (Angala)

Ability Score Racial Traits: Graceful and extremely charming, Angala characters gain a +2 racial bonus to Dexterity and a +2 racial bonus Charisma.
Size:Angala are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Angala have a base speed of 20 feet.
Bonus Hit-Points: Angala gain a one time bonus of 10 Hit-Points at first level.
Languages: Angala begin play speaking Basic and their Celestial. Angala with high Intelligence scores can choose any languages they want (except secret languages). See the Linguistics skill page for more information about language options.

Unstable Footing: Angala are graceful but not use to using their feet very often, they receive a -2 on acrobatics checks to remain on their feet, and a -1 to their CMD verses Trip and Overrun Attempts.

Limited Flight: Angala have the ability to Levitate, as the spell, at will and may move 30 feet horizontally as a Move Action. An Angala may not use this ability to move above 20 feet above a surface which can support them. Should an Angala find themselves more than 20 feet off of a surface which could support them, treat their flight as Feather Fall until they have returned to within 20 feet then their flight resumes as normal. A levitating Angala that attacks with a melee or ranged weapon finds itself increasingly unstable and takes the penalties listed under the levitate spell.

Seductive Nature: Angala add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school, and additionally gain a +2 Racial bonus on all Diplomacy checks.

Enticing Presence: Nearly all living creatures find Angala enjoyable to be around while they are present, even if the Angala acts rude or isn't the most gracious of hosts, although most admit the memories of their true actions come to surface some time after having left their presence. When a Animal or Humanoid (other than another Angala) comes into contact with an Angala they must make a Will Save (DC = 10 + ½ Character Level + the Angala's Charisma Modifier. The Angala may add its +1 from Seductive Nature to this DC). Creatures who fail this Will save treat the Angala as if they were under the effects of Charm Person. Those who are under the effect of an Angala's Enticing Presence remain so until they have been away from the Angala for more than 1 hour, the Angala takes an obviously violent or hostile action towards the effected creature or its allies, or 24 hours have past (at which time the effected creature must make a new Will save if the Angala is still present). Creatures who save against the Angala's Enticing Presence are immune to its effects for 24 hours, although may still be effected by other Angala they come into contact with. Slates (along with other Construct based Humanoids) are immune to this ability. Angala can not choose to not use this ability, and must still roll against Spell Resistance to effect creatures with Spell-Resistance.

Luminous: Angala naturally sheds light equal to that provided by a torch. Angala can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle, but they can not extinguish its luminosity entirely. Because of this constant light the Angala stand out and take a -4 on all Stealth checks to attempt to hide, and they take an additional -4 on disguise checks to appear as another race other than Angala.


Edge of Ætherium DMDalton DMDalton