On the Astral Sea
Immortal winged children, given a second chance to restore their lost innocence.
Average Height: 3´ 4˝–4´ 8"
Average Weight: 70–150 lb.
Ability Scores: +2 Wisdom, +2 Dexterity or Charisma
Speed: 5 squares, fly 6 squares (altitude limit 1)
Languages: Common, Supernal
Skill Bonuses: +2 Diplomacy, +2 Heal
Immortal Origin: You were remade from the stuff of the Astral Sea. You are considered an immortal creature for the purpose of effects that relate to creature origin.
Precious Innocence: You gain a +5 racial bonus to saving throws against charm, fear, and rage effects.
Sheltering Wings: You can use sheltering wings as an encounter power.
Sheltering Wings – Cherub Racial Power
Your oversized wings are made of sterner stuff than feathers.
Encounter – Healing
Minor Action – Close burst 3
Target: You or one ally in burst
Effect: If the target is an ally, you shift to a square adjacent to the target. The target gains resist 5 all until the start of your next turn, or until the target is no longer adjacent to you.
Level 11: The target gains resist 10 all.
Level 21: The target gains resist 15 all.
Special: You can use this power as an immediate reaction when you or an ally within the burst is hit by an attack. When you do, this power must target the triggering creature, and its effects only last for that attack.
Cherubs are the reincarnated souls of mortals who had their childhood taken from them early—either through death, or from the horrors of living. By an ancient compact between the gods, these souls gather in remote and obscure pockets of the Astral Sea, where they are reborn to experience the innocence that was stolen from them. These enclaves are protected by their eldest members, alongside the powerful shapeshifting angels known as cherubim.
Cherubs appear as pale children with glowing, feathery wings. The youngest cherubs appear as babes and toddlers; cherubs who survive for several centuries eventually “age,” but even the oldest cherubs appear as little more than baby-faced teenagers. Though cherubs do not remember their previous lives, the scars of their past often make them reserved and quiet around strangers, and most cherubs often prefer small joys and comforts over lives of excitement and pleasure.
Cherubs generally stay out of the affairs of the rest of the Astral Sea, having had enough strife and conflict in their first life. Most keep to their quiet communes until they have made peace with their pasts and are ready to move on as petitioners or angels of their chosen gods. Some cherubs end up rejecting their peaceful afterlife; just as they gave up their childhood for a cause as mortals, so do they leave their communes to pursue their ideals across the Astral Sea.