The half celestial is a LA+4 template, so does a 4 level progression to "full" half-celestial make sense? I thought I would sketch out one way of doing to to see how it could look. HC stands for Half Celestial level. Currently at HC 1, assuming we go with some sort of progressive accumulation of the template abilities.
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.
* Walking around with a full set of wings would be ... challenging. I'd like the chance to play her as a "mere" mortal for a while first.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
* Do they have AC in Modern? Would be nice at HC1 as she is a little fragile.
Special Attacks: 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.
* So that would be Smite +3 damage at her current level?
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 1-2: Protection from evil 3/day, bless
HD 3-4: Aid, Detect Evil.
HD 5-6: Cure Serious Wounds, Neutralise Poison.
HD 7-8: Holy Smite, Remove Disease.
etceter ...
* Holy Smite Batman! These are way cool. I think the Protection/Bless would be useful in explaining her survival at the farm. Would they continue to to progress after she has completed the HC progression as her HD/ECL increases?
Special Qualities:
Darkvision out to 60 feet.
* HC1 30 feet dark vision, HC3 60 feet darkvision.
Immunity to disease.
* ??
Resistance to acid 10, cold 10, and electricity 10.
* HC2 Resistance 5, HC4 resistance 10? one type at HC 2, 3, 4?
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
* Obviously I'd like this one as fast as possible. But perhaps it would be too much of a good thing at HC1. Actually, I think it would be interesting to play the HC levels blind to some degree, with you telling me only what I need to know (Int increases for skills, perhaps spell like abilities), or what the character discovers as through experience. You could just hi-jack the character to "reveal" things like spell like abilities.
A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Is a sharp tongue a natural weapon?
Spell resistance equal to creature’s HD + 10 (maximum 35)
* Would be Spell resistance 13 at her current level?
+4 racial bonus on Fortitude saves against poison.
* +1 per level.
Abilities: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
* +1 Str, Con, Wis, Cha per level
* +1 Dex, Int per 2 levels.
Skills: (8 + Int modifier) per level.
* As is.
Well, hope that helps. It was mostly to help me get a handle on the idea (I don't have much experience with templates, even in regular 3.5) and see if it was workable. So no offense if you ditch it.
thotd.