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Races of Kajir
Celestial Knight

A Celestial Knight is created when a champion of a good deity sacrifices his life in the line of service to his patron. On the holy day of the deity that the champion followed in life, he is returned to life as a Celestial Knight, and granted powers that make him an even more formidable force of good. His new body is returned to the mortal world at the height of youth, and the Knight will never age, nor will he die except in combat. Only a select few souls have the exalted status that becomming a Celestial Knight requires.

Creating a Celestial Knight

Celestial Knight is a template that can be added to any corporeal creature provided it is 6HD or more, has an intelligence of at least 10, and a good alignment (referred to hereafter as the "base creature"). The being must have shown true devotion to a good aligned patron deity for the majority of its life, and it must accept the mantle of the Celestial Knight. Otherwise the requirements are identical to those for becomming a Saint. (see Book of Exalted Deeds p. 29) The creature's type changes to "Outsider (Good)" It uses all of the base creatures statistics and special abilities except as noted below.

Hit Dice:
Increase by one die type
Speed:
Double the base speed of the Base Creature.
AC:
Natural Armor increases by 5
Attacks:
same as base creature
Damage:
same as base creature
Special Attacks:
Celestial Fire (Su): The Celestial Knight may call upon his patron to strike down his foes. This divine intervention takes the form of a flamestrike spell with a caster level equal to the hit dice of the Celestial Knight.A Celstial Knight may invoke this power up to three times per day.
Raise the Fallen Faithful (Su): The Celestial Knight may, once per week, call upon his patron to restore a character who worships that deity to life. The target must be truely pious for this ability to work. To invoke Raise the Fallen Faithful, The Celestial Knight must spend one hour in prayer to his patron, and be in an area consecrated to that deity. This ability functions as a True Ressurection spell
Special Qualities:
Damage Reduction: The Celestial Knight has a Damage Reduction of 15/Magic (+1)
Immunities: The Celestial Knight is Immune to Acid,Cold, Disease, Electricity, and Petrification.
Spell Resistance: The Celestial Knight has a Spell Resistance equal to 10 + the Celestial Knight's Hit Dice.
Aura of Menace (Su):  A Righteous Aura surrounds a Celestial Knight when he is fighting or angry. Any Hostile creature within 20' of the Celestial Knight must succeed at a will save to negate its effects. (DC 10 + half the Celestial Knight's Hit Dice + the Celestial Knight's Charisma Modifier) Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until the creature strikes the Celestial Knight.
Protective Aura (Su): As a free action, the Celestial Knight may surround himself with a nimbus of light having a radius of 20'. This acts as a double strength magic circle against evil and as a minor globe of invulnerability. Both as cast by a sorcerer whose level equals the Celestial Knight's hit dice. The aura can be dispelled, but the Knight may create it the next round as a free action.
Keen Vision (Ex): The Celestial Knight has low-light vision and 60' darkvision.
Saves:
Same as the Base Creature
Abilities:
Increase from the Base Creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence +0, Wisdom +4, Charisma +4.
Skills:
Same as the Base Creature
Feats:
Celestial Knights gain Alertness, Improved Initiative, and Lightning Reflexes as bonus feats.
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
Same as base Creature +4
Treasure:
50% coins, Double Items
Alignment:
Always Good
Advancement:
By Character Class
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