Average Height: 6’1"-6’6"
Average Weight: 175-280 lbs

Ability Scores: +2 Wisdom, +2 Intelligence or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, choice of two others
Skill Bonuses: +2 History, +2 Religion
Astral Majesty: You have a +1 bonus to all defences against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + one-half your level.
Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.
Memories of a Thousand Lifetimes: You can use memories of a thousand lifetimes as an encounter power.

Memories of a Thousand Lifetimes Deva Utility
The dreamlike memories of your previous lives lend insight to aid you.
Free Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, and dislike the result.
Effect: You add 1d6 to the triggering roll.

Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirit who choose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely committed to the cause of good, because they fear what they might become if they turn evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa.

Play a deva if you want…
✦ to have dimly remembered connections to a thousand heroic lifetimes.
✦ to embrace the cause of good and strive for perfection in all you do.

Physical Qualities
In appearance, devas are similar to humans, but with an unearthly beauty and an uncanny stillness about them. They are almost as tall as dragonborn, but are much more slender.
Deva’s colouration distinguishes them most strongly from humans. All devas have patterns of light and dark colours on their skin. The light portions are chalk white or pale gray, and the dark areas range from blue to purple to dark grey to black. In any individual deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and shoulders. A deva’s hair is typically the same colour as these skin patterns.
When sitting or standing at rest, devas remain almost perfectly still, except for the occasional blink of the eyes. They don’t fidget or twitch, and their eyes move only when they are actively examining something.
Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain pear, a riverbank, or a desert oasis. The new deva retains enough memory of past lives to speak and understand multiple languages and offer the proper prayers and sacrifices to the gods of good.

Devas on Abria
Devas were once more numerous, but their number have been dwindling over the millennia. Although a few of them have been reborn as rakshasa, this is not sufficient to explain their falling numbers. Some remaining devas speculate that their descent is linked to the desecration of many of the sacred sites they are reborn at.
Because of this, many devas are reborn in areas near each other, particularly in the God’s Reach Mountains, the Former Kingdom of Aol, and on the edges of the Eternal Desert.
Devas have become fiercely protective of their few remaining sacred sites, and take turns protecting those sacred sites that are nearby.

Playing a Deva
Devas are polite and refined. They follow the highest moral standards, but they are not afraid of violence. They believe that the pursuit of good is an eternal war with the forces of evil, embodied in raksashas, demons, devils, and the evil gods and their servants angels. Devas wage that war in their hearts as well, constantly vigilant lest evil take root and corrupt their souls, transforming them into the creatures they most despise.
Because they remember, at least dimly, a life in the Astral Sea spent in close company with the gods, most devas are devout worshippers of the gods of good. Devas seek to achieve a personal connection with the gods rather than approach them through temples and priests. They worship at meals in their homes, setting an empty place for the absent gods, and strive through meditation and prayer to become more like the gods they serve. Deva adventurers are commonly avengers, clerics, and invokers, who savour the experience of divine power flowing through them without any intermediary.
Devas do not have cities or societies of their own, and their numbers are so small that a deva can spend entire lifetimes without ever meeting another of his or her kind. They live among other races and, at least to some extent, adopt their ways. However, all devas remember elements of the life they had before their incarnation in flesh and the beginning of their cycle of rebirth, and they share some common cultural elements of dress, religion, and habits. Devas favour the flowing clothes of fine silks, polished metal armour with winglike shoulder ornaments, and headdresses or helmets that suggest crowns or halos. In other ways, they prefer to live simply, without extravagance.

Deva Characteristics: Dedicated, devout, elegant, enlightened, introspective, mystical, refined, righteous, spiritual, thoughtful.

Racial Feats: Heroic: Astral Enmity, Astral Preservation, Auspicious Lineage, Battle Intuition, Eternal Void Memories, Focus the Spirits’ Lives, Heavenly Heritage, Immortal Skill, Immortal Warding, Magic of the Ages, Majestic Presence, Potent Rebirth, Radiant Power, Radiant Recovery, Remembered Wizardry, Scourge of the Fallen, Upright Revival; Paragon: Ascendant Lineage, Astral Renewal, Immortal Resilience, Remembered Mother Tongue, Shared Channeling; Epic: Immortal Prowess, Transcendent Lineage, Winged Revival
Paragon Paths: Ancestral Incarnate,
Allowed Starting Regions:
Northern Lands: Arche Peninsula, Dantii Plains, Dalmaran Mountains, God’s Reach Mountains, Kelpath, Theocracy of Abria, The Travelling City
Western Lands: Karcak, Kassion, Viridian Woods
Southern Lands: Damroth, Eternal Desert, Greypeak Mountains, Ipashian Empire, Southern Tundra
Central Lands: Aol, Innersea Commonwealth
Eastern Lands: The Dragonsworn Empire, Loknar, Omitu
Racial Origins: Multiple Incarnations
Situational Origins: Wanderer, Wilderness


Abria SJPaladin