Second half of this post: it was too long, otherwise.
Some of the flavour text is missing, but you get the idea...
Celestial Dignities
The Celestial Host is diverse, and many specialized niches exist within it. Within the nine classical orders which form the backbone of the Host, certain individuals stand above their peers in terms of power and prestige. According to Orthodoxy, there are five ‘dignities’ which can be accorded to celestials which elevates them above the rank and file. Two are permanent (exemplar and exalted), and two are granted by Oronthon on a temporary basis (paragon and perfect).
Either possessing such native strength as was granted them at their creation or, much more rarely, raised by merit, exemplars and exalted celestials shine more brightly than the others around them. A celestial may be either an exemplar or exalted, but not both – the templates are not designed to ‘stack’ with one another: in the case of ‘promotion,’ the exalted template replaces the existing exemplar template.
Likewise, the ‘paragon’ temporary template is not designed to stack with any other. It represents a different degree of amplification. Bestowal of this temporary dignity upon any celestial is considered a great gift and honour, and is usually reserved for members of the host who are suddenly confronted with difficult and important situations that they would otherwise be incapable of dealing with: when they are operating ‘in the field,’ so to speak.
It should be noted, however, that any permanent template is specifically designed to stack with the perfect template: hence it is possible to have a perfect exemplar or a perfect exalted celestial. In fact, only celestials who are already exemplars or exalted may be perfected. Perfection is the highest dignity generally granted to celestials.
The fifth dignity, magnified, is designed to stack with any and all other templates. In game terms, it is represented by the bestowal of one or more divine ranks. As such, it is incredibly rare, and reserved for Oronthon’s proxies.
Exemplar
"Exemplar" is a template that may be added to any celestial.
Of the two permanent dignities afforded to celestials, the exemplar is the lesser in power, but still sufficiently rare and wonderful to warrant enormous respect and prestige amongst both mortal petitioners and other celestials alike.
Exemplars are held up to be models of behaviour to members of their own orders within the celestial host. They represent the ideal towards which others strive. Many exemplars will be of advanced hit dice, making them even more formidable allies or foes.
Within the lower orders of celestials (avorals, and movanic and monadic devas), exemplars tend to be rare captains within the host, trusted messengers, standard-bearers, or advisors to higher-ranking celestials.
Among the middle ranking orders (astral devas, ghaele eladrin and trumpet archons) exemplars are assigned great responsibility: they deal regularly with powerful fiends (either in conflict or diplomacy), undertake difficult or onerous tasks, and act as guardians and protectors of those of particular holiness or note – mortal or celestial. Exemplar astral devas are often charged with meting out Oronthon’s justice and retribution; exemplar trumpet archons act as heralds to Heaven’s greatest generals; and exemplar ghaele as aides or nuncios to Seraphs of high degree.
Amongst the planetars, exemplars fulfill a number of specialized roles – interpreting and administering Oronthon’s law, acting as channels between the deity and other celestials or mortal worshippers, and overseeing and implementing Heaven’s grand design. They may command large bodies of lesser celestials in this capacity, or may act singly, and answer to Oronthon only (as in the case of Urthoon).
Exemplar solars are found only within the highest choir and, excepting special circumstances, are always within the presence of the Shining God, where they have been since the Fall. According to some, they await the End of Days, when they will lead the descent into the Hells and lay waste to them.
Hit Dice: Unchanged
Speed: An exemplar celestial’s speed increases by 20 ft. for all categories.
AC: Exemplars gain an insight modifier to their armour class equal to their wisdom bonus.
Attacks: An exemplar makes all attacks with an insight modifier equal to its wisdom bonus.
Spell-like Abilities: The caster level of the spell-like abilities of an exemplar celestial is equal to its HD or its previous caster level, whichever is higher.
Spells: All exemplars spontaneously cast spells as a Cleric with a level equal to half of their HD, or equal to the spellcasting level of the base celestial, whichever is higher. They have access to spells from any four domains appropriate to their role and function. Exemplars forego the need to use divine foci in their spellcasting, and need not use material components if the value is less than 1000gp. They are considered to have an XP cushion of 5,000 XP/week when casting spells which have an experience point component.
Special Attacks: If the celestial possesses any extraordinary or supernatural attacks that otherwise permit a saving throw, the save DC against those attacks increases by +5.
Special Qualities: An exemplar retains all of the special qualities of the base celestial, and also gains the following:
* Immunity to fire attacks, and sonic resistance 20. The celestial also gains immunity to cold and acid attacks, if it did not already possess this quality.
* Increased damage reduction of 5/+1 – for example, the damage reduction of an astral deva increases from 10/+1 to 15/+2.
* Spell resistance equal to its CR +12. If the celestial already possesses spell resistance, use whichever score is better.
* Fast healing equal to its Constitution modifier. If the celestial already possesses fast healing, use whichever is better.
Abilities: All ability scores of an exemplar are five points higher than that of the base celestial.
Feats: Same as the base celestial, plus two bonus feats.
Climate/Terrain: Any land and underground
Organization: Same as the base celestial.
Challenge Rating: Up to 10 HD, same as base celestial +7; 11+ HD, as base celestial +5.
Treasure: No coins; double goods; standard items.
Alignment: Same as base celestial.
Advancement: Same as base celestial.
Weaponry: If the base celestial employs weapons, exemplars will typically carry weapons with total enhancement bonuses 3 points higher than the base celestial.
Sample Exemplar Celestial
This example uses an astral deva advanced to 18HD as the base celestial.
Ruma, Exemplar Astral Deva
Medium-Sized Outsider (Good, Lawful)
Hit Dice: 18d8 + 108 (189 hp)
Initiative: +10 (+6 Dex, +4 Improved)
Speed: 70 ft., fly 120 ft.
AC: 37 (+6 Dex, +6 Insight, +15 Natural; touch 22, flat-footed 31)
Attacks: +4 heavy fiendbane mace of disruption +37/+32/+27/+22
Damage: +4 heavy fiendbane mace of disruption 1d8+16 and stun
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spells, spell-like abilities, stun
Special Qualities: Damage reduction 15/+2, SR 33, celestial qualities, fire immunity, sonic resistance 20, fast healing 6, uncanny dodge
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 27, Dex 23, Con 23, Int 23, Wis 23, Cha 25
Skills: Concentration +27, Escape Artist +27, Hide +27, Knowledge (arcana) +27, Knowledge (nature) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +33, Move Silently +27, Sense Motive +27, Spellcraft +27, Spot +33
Feats: Alertness, Cleave, Expertise, Improved Initiative, Power Attack, Quicken [Spell-like Ability, Sunder, Weapon Focus (Heavy Mace)
Climate/Terrain: Any land and underground
Orgamization: Solitary; or leading squad (3-5) of astral devas
Challenge Rating: 20
Treasure: No coins; double goods; standard items
Alignment: Always Lawful Good
Advancement: -
Ruma is one of the four devas appointed to guard Tramst and act as his messengers and emissaries.
Combat
Like all astral devas, Ruma uses his mace 2-handed to gain full advantage of his strength bonus.
Stun: If Ruma strikes his opponent twice in one round with his mace, that creature must succeed at a Fortitude Save (DC20) or be stunned for 1d6 rounds.
Spell-like Abilities: At will – aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, remove fear; 7/day – see invisibility, cure light wounds; 1/day – heal, blade barrier. These abilities are as the spells cast by an 18th level sorcerer (save DC 17 + spell level).
Spells: Ruma spontaneously casts spells as a 9th level Cleric with access to the Destruction, Good, Strength and War domains. He need not use a divine focus in any spellcasting, or a material component if its value is less than 1000gp. Save DCs against Ruma’s spells are 16+ spell level.
Exemplar Celestial Qualities: Protective aura; acid, cold, electricity, fire, poison and petrification immunity; sonic resistance 20, tongues. Ruma can plane shift and teleport without error at will as an 18th level sorcerer. He has low-light vision and 60-foot darkvision. He is not subject to death from suffocation or drowning, requires no sustenance or sleep, and is immune to sleep effects. Ruma is immune to disease except supernatural disease.
Fast Healing (Ex): Ruma regains lost hit points at the rate of 6 per round. Fast healing does not allow Ruma to reattach lost body parts.
Uncanny Dodge (Ex): Ruma is never caught flat-footed and cannot be flanked.
Skills: Ruma receives a +4 racial bonus to Spot and Listen checks.
Possessions: Ruma wields a +4 heavy fiendbane mace of disruption.
Exalted
"Exalted" is a template that may be added to any Solar, Planetar, Ghaele, Trumpet Archon or Astral Deva advanced by at least 50% of its base hit dice. It does not stack with the exemplar template (q.v.), although it may combine with the perfect temporary dignity.
Exalted celestials represent the zenith of development, power, holiness and responsibility within their respective orders. They are charged with tasks of utmost importance: delivering deserving souls from perdition, acting as direct emissaries and messengers of Oronthon’s will, leading great numbers within the celestial host, or dipensing the Bright God’s ire when powerful fiends transgress too far beyond their allotted station.
Hit Dice: An exalted celestial always has maximum hit points per die.
Speed: An exalted celestial’s speed doubles for all categories.
AC: Exalted celestials gain an insight modifier to their armour class equal to their Wisdom bonus, and a deflection modifier to their AC equal to their Charisma bonus.
Attacks: An exalted celestial makes all attacks with an insight modifier equal to its wisdom bonus.
Spell-like Abilities: The caster level of the spell-like abilities of an exalted celestial is equal to its HD or its previous caster level, whichever is higher.
Spells: All exalted celestials spontaneously cast spells as a Cleric with a level equal to 10 plus half of their HD, or equal to the spellcasting level of the base celestial, whichever is higher. They have access to spells from any four domains appropriate to their function. Exalted forego the need to use divine foci in their spellcasting, and need not use material components if the value is less than 1000gp. They are considered to have an XP cushion of 15,000 XP/week when casting spells which have an experience point component.
Special Attacks:
* If the exalted celestial possesses any other extraordinary, supernatural or spell-like attacks that otherwise permit a saving throw, the save DC against those attacks increases by +10.
* Smite Evil (Su): An exalted celestial may Smite Evil as a Paladin with a level equal to the exalted’s HD. It may use this ability a number of times per day equal to its Charisma modifier.
* Exalted Empowerment: All variable numeric damage-dealing spell-like abilities of exalted celestials are considered Empowered. Furthermore, this extra damage is considered holy damage.
Special Qualities: An exalted celestial retains all of the special qualities of the base celestial, and also gains the following:
* Immunity sonic and fire attacks. The celestial also gains immunity to cold and acid attacks, if it did not already possess this quality. The celestial becomes immune to all disease, including supernatural disease.
* Increased damage reduction of 10/+2 – for example, the damage reduction of a solar increases from 35/+4 to 45/+6.
* Protective Aura (Su): If it did not already possess it, the celestial gains this ability which can be activated as a free action. It acts as a double strength magic circle against evil and a minor globe invulnerability with a 20 ft. radius, identical with the spells as cast by a sorcerer whose level equals the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action.
* Spell resistance equal to its CR +15. If the celestial already possesses SR, use whichever is better.
* Fast healing equal to its Constitution modifier.
* Regeneration equal to its Constitution modifier. If the celestial already possesses regeneration, use whichever is better. Unholy or vile weapons of at least +4 enchantment deal normal damage to exalted celestials.
* Turn or Rebuke Undead (Su): An exalted celestial may turn undead as a cleric of a level equal to its hit dice a number of times per day equal to three plus its Charisma modifier.
* Attunement: All exalted celestials may commune at will with Oronthon as a move-equivalent action.
Abilities: All ability scores of an exalted are ten points higher than that of the base celestial.
Feats: Same as the base celestial, plus two bonus feats. Exalted celestials who qualify will also typically have one or more Epic feats.
Climate/Terrain: Any land and underground
Organization: As base celestial.
Challenge Rating: Up to 20 HD, same as base celestial +15; 21+ HD, as base celestial +12.
Treasure: No coins; double goods; standard items.
Alignment: Same as base celestial.
Advancement: Same as base celestial.
Exalted celestials will possess weapons appropriate to their station – typically in the range of +10 to +15 total enhancement bonus.
Sample Exalted Celestial
This example uses a Planetar advanced to 21HD as the base celestial.
Rintrah, Exalted Planetar
Large Outsider (Good, Lawful)
Hit Dice: 21d8+210 (378 hp)
Initiative: +13 (+9 Dex, +4 Improved)
Speed: 60 ft., fly 180 ft.
AC: 59 (-1 Size, +9 Dex, +11 Deflection, +11 Insight, +19 Natural; touch 40, flat-footed 50)
Attacks: Large +5 flaming fiendbane holy speed longsword +48/+48/+43/+38/+33
Damage: Large +5 flaming fiendbane holy speed longsword 2d6+17
Face/Reach: 5ft. by 5ft./10ft.
Special Attacks: Spells, spell-like abilities, smite evil, exalted empowerment
Special Qualities: Damage reduction 40/+5, SR 44, celestial qualities, fire immunity, sonic immunity, fast healing 10, regeneration 10
Saves: Fort +22, Ref +21, Will +23
Abilities: Str 35, Dex 29, Con 30, Int 32, Wis 33, Cha 32
Skills: Concentration +34, Diplomacy +35, Escape Artist +31, Gather Information +35, Innuendo +32, Hide +33, Knowledge (arcana) +35, Knowledge (history) +35, Knowledge (nature) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +35, Lucid Dreaming +33, Move Silently +33, Sense Motive +35, Spellcraft +48, Spot +33
Feats: Blind-Fight, Cleave, Expertise, Improved Initiative, Power Attack, Quicken Spell-like Ability, Skill Focus (Spellcraft), Epic Skill Focus (Spellcraft), Epic Spellcasting
Climate/Terrain: Any land and underground
Orgamization: Solitary.
Challenge Rating: 29
Treasure: No coins; double goods; standard items
Alignment: Always Lawful Good
Advancement: -
Rintrah is the celestial responsible for mortal revelation, appearing to those of great holiness in dreams or visions, or physically – often in disguise, and as one who brings arduous tests or trials.
Combat
Although a formidable warrior, Rintrah has struck no blow since the Fall. Nonetheless, he has not forgotten how to fight…
Spell-like Abilities: At will – continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day – blade barrier, flame strike, raise dead; 1/day – earthquake, greater restoration, shapechange, symbol (any). These abilities are as the spells cast by a 21st level sorcerer (DC 21+ spell level).
The following abilities are always active on Rintrah’s person, as the spells cast by a 21st level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, true seeing. They can be dispelled, but Rintran can reactivate them as a free action.
Spells: Rintrah spontaneously casts spells from the cleric list and from the Law, Good, Travel and Mysticism domains as a 20th level cleric (save DC 21+ spell level). He need not use a divine focus in any spellcasting, or a material component if its value is less than 1000gp, and is considered to have an XP cushion of 15,000 XP/week when casting spells which have an experience point component. Furthermore, he may cast 2 epic spells per day from the following list: peripety, ruin, dreamscape, greater spell resistance, spell worm, epic mage armour, rain of fire, soul scry.
Exalted Celestial Qualities: Protective aura; acid, cold, electricity, fire, petrification, poison and sonic immunity; tongues. Rintrah can plane shift and teleport without error at will as a 21st level sorcerer. He has low-light vision and 60-foot darkvision. He is not subject to death from suffocation or drowning, requires no sustenance or sleep, and is immune to sleep effects. Rintrah is immune to disease including supernatural disease.
Fast Healing (Ex): Rintrah regains lost hit points at the rate of 10 per round. Fast healing does not allow Rintrah to reattach lost body parts.
Regeneration (Ex): Rintrah has regeneration 10. Unholy or vile weapons of at least +4 enchantment deal normal damage to Rintrah.
Smite Evil (Su): Eleven times per day, Rintrah may smite evil as a 21st level Paladin. All extra damage is considered holy damage.
Exalted Empowerment: All variable numeric damage-dealing spell-like abilities possessed by Rintrah are considered Empowered. Furthermore, this extra damage is considered holy damage.
Turn Undead: Rintrah may turn undead as a 21st level cleric up to fourteen times per day.
Attunement: Rintrah may commune at will with Oronthon as a move-equivalent action.
Possessions: Rintrah’s weapon is a Large +5 flaming fiendbane holy speed longsword.