Half-Celestial
No matter the
form, half-celestials are always comely and delightful to the senses, having
golden skin, sparkling eyes, angelic wings, or some other sign of their higher
nature.
CREATING A HALF-CELESTIAL
“Half-celestial”
is an inherited template that can be added to any living, corporeal creature
with an Intelligence score of 4 or higher and nonevil
alignment (referred to hereafter as the base creature).
A
half-celestial uses all the base creature’s statistics and special abilities
except as noted here.
There are four kinds of Half Celestial, some have wings some have none,
some have retractable feather wings, and some can fully suppress their
celestial side. Those who suppress
their celestial said gain control shape as a class skill. Changing form is a full round action. While
in humanoid form you do not suffer a plus three level adjustment.
|
Chance |
Half Celestial type |
|
1-20 |
No wings/ No flight, +10ft and +5 to
jump and climb check |
|
21-45 |
Feather wings |
|
46-70 |
Retractable feather wings (while retracted
only a spot check 20 can identify) |
|
71-100 |
Full changing |
Check (Involuntary Change): An affected character that can suppress
his celestial side must make a check at a special time this may be on a specific
day of the week or month, perhaps during the day or on a full moon, each time
this special time come resist involuntarily assuming celestial form. An injured
character must also check for an involuntary change after accumulating enough
damage to reduce his hit points by one-quarter and again after each additional
one-quarter lost. Each time the DC
increases by +5.
|
Involuntary Change |
Control |
|
Resist involuntary change |
30 |
|
Resist involuntary change (when injured) |
20 |
On a failed check, the character must
remain in celestial form until the next dawn, when he automatically returns to
his base form. A character aware of his condition may make one attempt to
return to humanoid form (see below), but if he fails,
he remains in celestial form until the next dusk.
Retry (Involuntary Change): Check to resist an involuntary change
once each time a triggering event occurs.
Check (Voluntary Change): In addition, a character may attempt to
use this skill voluntarily in order to change to celestial form or return to
humanoid form, regardless of the state of the moon, the sun, when he has been
injured, or whatever.
|
Voluntary Change |
Control
|
|
Return to humanoid form (Celestial form time) |
25 |
|
Return to humanoid form (Not celestial form time) |
20 |
|
Voluntary change to celestial form (Celestial form time) |
15 |
|
Voluntary change to celestial form (Not celestial form time) |
20 |
|
* For game purposes |
|
Retry (Voluntary Change): A character can retry voluntary changes
to celestial form or hybrid form as often as he likes. Each attempt is a
standard action. However, on a failed check to return to humanoid form, the
character must remain in celestial or hybrid form until the next dawn, when he
automatically returns to humanoid form.
Retractable Wings: A character with retractable wings must
make a special check to extend or retract the wings. Extending or retracting wings is a Standard
action.
|
Voluntary Change |
Control |
|
Retract Wings |
15 |
|
Extend Wings |
10 |
Size and
Type: The creature’s
type changes to outsider. Do not recalculate the creature’s Hit Dice, base
attack bonus, or saves. Size is unchanged. Half-celestials are normally native
outsiders.
Speed: A half-celestial has feathered wings
and can fly at twice the base creature’s base land speed (good
maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this
stacks with any natural armor bonus the base creature has).
Special
Attacks: A
half-celestial retains all the special attacks of the base creature and also
gains the following special abilities.
Daylight
(Su): Half-celestials
can use a daylight effect (as the spell) at will.
Smite Evil
(Su): Once per day a
half-celestial can make a normal melee attack to deal extra damage equal to its
HD (maximum of +20) against an evil foe.
Spell-Like
Abilities: A
half-celestial with an Intelligence or Wisdom score of 8 or higher has two or
more spell-like abilities, depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative
Unless
otherwise noted, an ability is usable once per day. Caster level equals the
creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–2 |
Protection
from evil 3/day, bless |
|
3–4 |
Aid,
detect evil |
|
5–6 |
Cure
serious wounds, neutralize poison |
|
7–8 |
Holy
smite, remove disease |
|
9–10 |
Dispel
evil |
|
11–12 |
Holy word |
|
13–14 |
Holy aura 3/day, hallow |
|
15–16 |
Mass charm
monster |
|
17–18 |
Summon
monster IX (celestials
only) |
|
19–20 |
Resurrection |
Special
Qualities: A
half-celestial has all the special qualities of the base creature, plus the
following special qualities.
—Darkvision out to 60 feet.
—Immunity to
disease.
—Resistance to
acid 10, cold 10, and electricity 10.
—Damage
reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A
half-celestial’s natural weapons are treated as magic weapons for the purpose
of overcoming damage reduction.
—Spell
resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial
bonus on Fortitude saves against poison.
Abilities: Increase from the base creature as
follows: Str +4, Dex +2, Con +4, Int +2,
Skills: A half-celestial gains skill points as
an outsider and has skill points equal to (8 + Int
modifier) x(HD
+3). Do not include Hit Dice from class levels in this calculation—the
half-celestial gains outsider skill points only for its racial Hit Dice, and
gains the normal amount of skill points for its class levels. Treat skills from
the base creature’s list as class skills, and other skills as cross-class.
Challenge
Rating: HD 5 or less,
as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base
creature +3.
Alignment: Always good (any).
Level
Adjustment: Same as
base creature +3.