Half-Celestial revised: Take 2 :)

kirinke

First Post
ok. After many helpful suggestions, I've finally narrowed down what I feel I want out of this template. It is a revision. I am hoping that this will make the half-celestial more fun for both the DM and the Player and as seeing that no two celestials are alike, it stands to reason that their half-breed children would not be alike either. So here goes and hope you guys like it. ;)
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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 non-evil 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.

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 a base speed of 30ft.

Armor Class
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Immortal
Once they reach maturity for whatever their base race is, they stop aging and can live upwards to 10,000 years or more. No one is quite sure how long they can live actually. They are also immune to aging effects and spells that affect aging. They are immune to disease. They are immune to scarring. They cannot be turned into undead. Though immortal, they can still be killed.

ALTER FEATURES (SU)
A half celestial can assume the form of a humanoid of medium sized or smaller. This power does not give them the ability to assume wings have four arms etc. It simply gives them a better chance of blending into elven, dwarven, halfling or human societies. However, if they do develope wings, this ability will help conceal them until the half-celestial actually has to use them. With this power, they can alter their basic features: skin color, hair color, eye color, height, weight, build, etc. They can use this power at will and it remains in effect untill they decide to change it. It cannot be dispelled. True sight reveals their true form.

Special Attacks/Abilities
A half-celestial retains all the special attacks of the base creature and gains a special attack (every 3 levels) common to the creature's celestial parent or upon DM approval. These attacks/abilities are supernatural in origin.

TRAITS
Instead of picking up flight/feathered wings, you may choose other features dependant upon DM approval. These features are similar to feats as they can be chosen every three levels. Examples include:

1st level: you automatically make any swim checks. Base speed is equal to your land speed.

3rd level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 2x your land speed.

6th level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 3x your land speed. You can also grant the ability to breath underwater to 1d4 people for 1 day/level.
and so on.

Trait powers do increase every three levels and once you've 'maxed out' the traits, you can also develope other traits, such as Fore-sight, teleportation, etc. This is very much dependent on the DM and the type of game he/she wants to run. In fact, you don't have to progress beyond the first tier trait. It essentially is up to whatever you and your dm agree too.

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.

These abilities can also be swapped out with 'spells' from the same level. IE: 'aid' can be replaced with 'align weapon' or any other spell from the second level cleric/druid/ranger list.

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.
—Low light vision
—Immunity to disease.
—Immunity to scarring
—Immunity to aging effects
—Cannot be turned into an undead creature
—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.
— +4 racial bonus on saves vs. domination/charm

Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +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 +4.
 
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Sample character, minus equipment

Aileanora Rilynn-tylar
Female Human (Half-Celestial)
Chaotic good (Neutral Tendencies)
Patron Deity: Pelor, honors Eilistraee
REGION: Silver Marches (Silvery Moon most recently)

Ranger 5th/Cleric 5th.
EXP: 45,000
HP: 90
BAB: +8
GRAPPLE: +5
INIT: +8

STR 20 [5] [15 + 4 + 1]
DEX 26 [8] [22 + 2]
CON 18 [4] [14 + 4]
INT 20 [5] [18 + 2]
WIS 20 [5] [16 + 4]
CHA 16 [3] [11 + 4 +1]

FORT +12 [8 + 4]
REFLEX +13 [5 + 8]
WILL +10 [5 + 5]

MELEE: 13 [8 + 5]
RANGED: 16 [8 + 8]

ARMOR CLASS: 19 (18 base + 1 natural)
TOUCH: 18
FLATFOOTED: 10

CARRYING CAPACITY
Light load: 133 lb or less
Medium load: 134-266 lb
Heavy load: 267-400 lb

LANGUAGES
(The languages in italics are automatic languages due to class/race/region)
Common. Celestial. Infernal. Abyssal. Chondathan. Elf. Drow. Draconic. Sylvan. Dwarven.

ALTER FEATURES (SU)
A half celestial can assume the form of a humanoid of medium sized or smaller. This power does not give them the ability to assume wings have four arms etc. It simply gives them a better chance of blending into elven, dwarven, halfling or human societies. However, if they do develop wings, this ability will help conceal them until the half-celestial actually has to use them. With this power, they can alter their basic features: skin color, hair color, eye color, height, weight, build, etc. They can use this power at will and it remains in effect until they decide to change it. It cannot be dispelled. True sight reveals their true form.

Immortal
Once they reach maturity for whatever their base race is, they stop aging and can live upwards to 10,000 years or more. No one is quite sure how long they can live actually. They are also immune to aging effects and spells that affect aging. They are immune to disease. They are immune to scarring. They cannot be turned into undead. Though immortal, they can still be killed.

Special Qualities
A half-celestial has all the special qualities of the base creature, plus the following special qualities.
—Dark vision out to 60 feet.
—Low light vision
—Base land speed is 30ft
—Immunity to disease.
—Immunity to scarring
—Immunity to aging effects
—Cannot be turned into an undead creature
—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.
— +4 racial bonus on saves vs. domination/charm

SPECIAL ABILITIES/ATTACKS
Undetectable Alignment (SU) at will.
Know alignment (SU) at will
Daylight at will (SU), continuous effect.

TRAITS
Automatically makes any climb checks.
Can levitate at will
Has feathered wings and can fly at 2x her base land speed.
*****

CLASS ABILITIES
Proficient with all simple and martial weapons
Proficient with all shields (save tower shields) and armor
Turn/rebuke undead
Powerful chaotic good aura
Brew potion (house rule, divine spells only)
Scribe scroll (house rule, divine spells only)

Favored Enemies: Humans, incorporeal undead
Virtual ambidexterity (House rule)
Track
wild empathy
Combat style (Archery): Rapid Shot feat, virtual Point Blank Shot
Endurance
Animal companion

FEATS (5 TOTAL)
Improved Unarmed combat
Two weapon fighting
Quick draw
Craft wand
Craft wondrous item

SKILLS (base + mod + misc) (SKILL POINT TOTAL: 136)
Concentration +09 [05 + 4]
Craft +10 [05 + 5]
Diplomacy +08 [05 + 3]
Handle animal +08 [05 + 3]
Heal +15 [10 + 5]
Hide +18 [10 + 8]
Listen +15 [10 + 5]
Move silently +18 [10 + 8]
Ride +15 [05 + 8 +2]
Search +15 [10 + 5]
Spell craft +10 [05 + 5]
Spot +15 [10 + 5]
Survival +14 [05 + 5 +4]
Knowledge arcane +10 [05 + 5]
Knowledge dungeons +10 [05 + 5]
Knowledge geography +10 [05 + 5]
Knowledge history +10 [05 + 5]
Knowledge nature +11 [05 + 5]
Knowledge nobility +10 [05 + 5]
Knowledge religion +10 [05 + 5]
Knowledge planes +10 [05 + 5]

APPEARENCE
Size: Medium
Height: 6' tall
Weight: 150 lbs
Age: 200 years
Hair: Waist lth Silvery white
Eyes: Translucent green
Skin: Healthy Cream

Aileanora usually appears as a hauntingly beautiful 20 year old human woman. She is 6ft tall and has a slender, graceful build. Her eyes are translucent green and her skin is healthy cream. A series of odd scars mar her chest and stomach. Her thick, waist length silvery hair is usually braided into a single, wrist thick braid. She prefers to dress in black.

BACK-GROUND
An orphan, Aileanora was raised by priests of Pelor whose followers rescued her from the dark cult of Bane, who where preparing to transform and corrupt her into a fiendish creature of unimaginable evil. She eventually became a priestess of Pelor as well as a ranger and traveled throughout Faerun.

When she was a hundred years old, her luck ran out and she was overwhelmed and taken prisoner by followers of Nerull. Near death, she was thrown in a large cell filled with dark-elves worshipping Eilistraee, who managed to stabilize and heal her. Together, they engineered an escape and in doing so managed to kill a large number of the cultists as well as setting fire to the temple that held them captive. This temple proved to be one of their main temples as well.

Aileanora became a great friend to those dark-elves and she is often seen in the company of one of her former cell-mates. To this day, the cult has not forgotten its humiliation and counts her and her former cell-mates as enemies to be destroyed or subverted to their cause.

****
DOMAIN POWERS

STRENGTH
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
SUN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

DOMAIN SPELLS
Endure Elements
Heat Metal
Enlarge Person

RANGER SPELLS
*Summon Nature’s Ally I
Speak with Animals

0 LVL CLERIC SPELLS
Create Water
***Cure Minor Wounds
***Detect Magic
Detect Poison
Guidance
Mending
Purify Food and Drink
Read Magic

1ST LEVEL CLERIC SPELLS
Bless
Bless Water
Comprehend Languages
Cure Light Wounds
Detect Undead
Divine Favor
Endure Elements
Hide from Undead
Magic Weapon
Obscuring Mist
Protection from evil
**Remove Fear
Sanctuary
Shield of Faith
**Summon Monster I

2nd LEVEL SPELLS
Align Weapon
Status
Calm Emotions
Consecrate
Cure Moderate Wounds
Find Traps
Gentle Repose
*Hold Person
Make Whole
Shatter
Sound Burst
Zone of Truth
Remove Paralysis
Restoration, Lesser
Spiritual Weapon
*Summon Monster II

3rd LEVEL SPELLS
Blindness/Deafness
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Helping Hand
Invisibility Purge
Locate Object
Magic Circle against evil
Magic Vestment
Protection from Energy
Remove Curse
Remove Blindness/Deafness
Remove Disease
Searing Light
Stone Shape
*Summon Monster III
Water Breathing

*indicates that the spell is memorized. Multiple (*) indicates how many times the spell has been memorized. the list indicates the spells she has the ability to memorize.

RACIAL SPELLS
1–2 produce flame 3x per day, bless
3–4 Flame blade, faerie fire
5–6 Repel vermin 3x per day, spark storm (same as sleet storm, only with fire)
7–8 Break enchantment, remove disease
9–10 Dispel evil.
 
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