Cherubim

Cherubim possess four faces, that of a man (their own face), an ox, a lion and an eagle. Each face is the representation of a celestial being. The essence of these beings resides within the user and remain dormant until awakened. Once awakened, the user can transform into these beings and gain its abilities. Cherubim do not start with all four faces and instead acquire them over time. The Awakening Kings Feat is required for the user’s additional faces to manifest. Drawing on the celestial’s power and transforming into it is a Full-Round Action. The position of the user’s faces differs, with the one the user is drawing power from becoming the center face.

## Kōmokuten

The essence of Kōmokuten is contained within the face of an ox. He is a celestial known as the King of The West and punisher of evil. Possessing the All-Seeing Eyes, Kōmokuten sees through all manner of deceit and evil.

* Through Kōmokuten’s eyes, the user can discern the alignment of any sentient creature within its line of sight. As Kōmokuten deals out punishment and destruction to evil, this allows Kōmokuten to locate said evil. Furthermore, Kōmokuten perceives the world as if it had True Seeing, seeing all things as it is. From this the user gains True Seeing while drawing power from Kōmokuten.
* Kōmokuten’s sharp eyes pierce through all illusions, rendering the user immune to genjutsu and illusionary abilities of the sort. The user also gains ⅓ HD as a resistance bonus on saves against mental effects.
* Creatures and persons of evil nature are to be wary of Kōmokuten, as the celestial has no problem with reigning down destruction upon those choosing the dark path. The user’s melee against an Evil or Chaotic aligned creature deals damage as if it were a critical hit. Furthermore, the user’s jutsu and spells deal damage as if maximized against an Evil or Chaotic creature.

## Jikokuten

King of The East, Jikokuten, commands an army of celestials and demons. This being is said to be the guardian of kingdoms and nations, protecting them from ruin and destruction. The essence of Jikokuten is contained within the face of a lion.

* Divine Induction - Jikokuten’s army is ever expanding, always open to lurling others into eternal servitude. This allows the user to bind creatures to them, turning it into their loyal servant. The creature must be dead, after which the user infuses its corpse with either positive or negative energy, where positive energy reanimates the creature as a celestial and negative energy reanimates it as a vampire. Monsters reanimated through this are treated as a summoning creature for the purpose of improving its HD and abilities. Dead character’s reanimated through this are also treated as summons. It retains all qualities and abilities it had in life but cannot be improved as normal a summon would. It can still gain additional abilities as a summon would. Creatures with HD exceeding twice the user’s wisdom score cannot be reanimated.

* When the user establishes a summon contract with a creature, it can be given a template and made into either a celestial or vampire. These creatures still follow the summoning rules for determining its HD and other stats, but creatures granted one of these templates can also acquire the following abilities:

#### Celestial Abilities (Menu C)

* Improved Damage Reduction - A celestial’s damage reduction increases +1 per 10 HD it has.

* Improved Resistances - A celestial’s resistances increase to +1 per 10 HD it has

* Mental Fortitude - A celestial can add its Int Modifier to saves against mental attacks
* Divine Aura - Celestials can add ¼ of their HD to their armor class as an armor bonus

#### Vampire Abilities (Menu C)

* Daywalker - The user’s vampiric summons suffers no negative effects from sunlight

* Improved Damage Reduction - A vampire’s damage reduction increases +1 per 10 HD it has.

* Improved Resistances - A vampire’s resistances increase to +1 per 10 HD it has

* Sublime Fast Healing - A vampire heals HD/10 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the normal rate per round.

## Zochoten

Zochoten protects the south as King of The South. Wielding a halberd, this fierce celestial is known as a figure that encourages and facilitates spiritual growth. The essence of Zochoten is contained within the face of an eagle.

* Zochoten’s Halberd - Drawing upon Zochoten’s essence the user can materialize his weapon, a crimson halberd decorated with patterns of red and orange. Around the weapon swirls flames of blue and white. This is treated as a light weapon for the purpose of working with Weapon Finesse. The weapon has an enhancement bonus of the user’s Wis Modifier and a critical threat range of 18-20/x3. The weapon’s damage is calculated as normal and in addition to this it deals 1d2 per HD points of Fire Damage. On critical hits the weapon’s Fire Damage is not subject to being increased.
* Zochoten’s Influence - The celestial is wise beyond measure and acts as a catalyst to stimulate the growth of an individual’s spiritual connection, thus heightening their mental capacities. Through this the user’s mental stats become 1.5 times their current value while drawing power from Zochoten. This blessing of spiritual enlightenment can also be bestowed onto another creature; however, it must be willing to receive it, otherwise all attempts fail. If performed on a willing creature, this costs a standard action.
* While drawing power from Zochoten the user becomes immune to Fire Damage. In addition to this, the user can cast fire-related jutsu and spells through Zochoten’s halberd, using the weapon’s attack roll as the technique’s DC. Jutsu and spells casted this way are considered innate abilities. This applies to Fire Release, Scorch Release, Lava Release and spells that deal Fire Damage.

## Thousand Faced Tenshi

The highest echelon of Cherubim is those who have fully embraced their twisted nature and increase their power by transplanting additional faces onto their body. Transplanting a face is a complicated process, requiring the Tenshi to convert a creature of their choice into essence. This essence is a slab of flesh compressed from the target creature's entire being. Whether the target is will or not matters not, as long as they are first rendered helpless, and the Cherubim are in physical contact with them. The conversion is a delicate procedure with a duration of 1d6 hours. If interrupted in even the slightest capacity results in failure. However, once the conversion of a creature into essence begins and there is no interference, the affected creature is unable to resist. The creation of essence is followed by its absorption into the Cherubim. Essence fuses into their body, becoming the face of the creature it was made from on the Cherubim's body.

Cherubim can transplant a number of faces equal to one per ten Con Modifier (Max 5). Transplanted faces grant a Cherubim the natural abilities and traits of the transplanted creature, as if they were of that creature's clan/race. A Cherubim with a Senju transplant receives the clan's ability score bonuses and their relevant traits such as the additional feats it gains and their Wood Release KKG. For all relevant purposed, Cherubim with a transplant are considered of the clan/race of the transplanted creature. This requires the "A Thousand Faces" feat. Each time a Cherubim transplants a face, this feat has to be taken again.

When a Cherubim transplants an additional face onto themselves, the process is not a harmonious one, resulting in a strong rejection from their celestial faces. For each additional face a Cherubim acquires there is a cumulative 15% chance of insanity as backlash from the celestial faces' rejection (30% chance with 2 faces; 45% chance with 3 faces; 60% with 4 faces; 75% with 5 faces). An insane character acts as determined by the confused condition.