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.
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.

****
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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