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 Shape DC

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 Shape DC

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 Shape DC

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, Wis +4, Spi +4, App+4.

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.

 

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