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Analysing the "half" races
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<blockquote data-quote="HugeOgre" data-source="post: 3096219" data-attributes="member: 38157"><p>For anyone wanting to start a new campaign with an interesting background like a hero with a celestial parent, the template for a “half celestial” has all but made such ideas impossible. The Effective Character Level of a Half Celestial is +4, making it difficult to incorporate in a standard new campaign beginning at 1st level. Those DMs who allow it anyway find the powers allow the character to outshine the other characters, often creating ill will among players and unbalancing the game itself. Then, as we discussed earlier, these characters end up with a bit of a glass jaw – underpowered from many perspectives as character levels</p><p>continue to go up.</p><p></p><p><span style="font-size: 15px">Celestial Feats</span></p><p>As a half celestial’s knowledge of goodness grows, she can tap into more and more of the abilities of her celestial parent. These feats are powered by that goodness, and as such have a special limitation on them not found in other types of feats. The hero must remain good – willfully committing an evil act or grossly violating the code of ethics expected of a celestial causes her to lose access to all Celestial feats until such time as she atones for her violations, as detailed in the clerical atonement spell. Spell resistance will fail, damage and energy resistance will become inert, and ability scores will suffer. In some cases her very wings may fall off.</p><p></p><p><strong>Celestial Parent</strong></p><p>One of your parents was a celestial, and the goodness of them courses through your veins, bestowing you with great powers.</p><p>Benefit: Your type changes to outsider [native], and you gain darkvision out to 60 feet. You are immune to disease. You also gain +4 racial bonus on Fortitude saves against poison. Once per day you can make a normal melee attack to deal extra damage equal to your HD (maximum of +20) against an evil foe. As you progress you may choose feats of the Celestial subtype to augment your abilities. You now radiate an aura of good though in the same way that paladins and clerics do. Your aura can be detected, and is equal to your hit die, just like the aura of a cleric of a good deity.</p><p></p><p><strong>Celestial Prowess [Celestial]</strong></p><p>Your abilities are unparalleled by your fellow man.</p><p>Prerequisites: Celestial Parent</p><p>Benefits: Each of your six ability scores increases by 1.</p><p></p><p><strong>Celestial Body [Celestial]</strong></p><p>Prerequisite: Celestial Parent, Celestial Prowess</p><p>Benefit: Your body not only flows with the blood of angels, but has many of the same properties. Your nature weapons (if any) are considered magical, and you gain damage resistance 5 / magical. If you have more than 10 hit die your damage resistance increases to 10 / magical. Your skin becomes tougher, improving your natural armor by +1 (this stacks with any natural armor bonus you already have). </p><p></p><p><strong>Celestial Spell Resistance [Celestial]</strong></p><p>Prerequisites: Celestial Parent, Celestial Body</p><p>The blood of your Celestial parent protects you from the magic of others. </p><p>Benefit: Your gain spell resistance equal to your hit die +10 (maximum 35). </p><p></p><p><strong>Lesser Celestial Spells [Celestial]</strong></p><p>Prerequisites: Celestial Parent, Wisdom 11 or higher</p><p>You can use a daylight effect (as the spell) at will. You gain the following abilities at the hit die indicated. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals your HD, and the save DC is Charisma-based. </p><p>1-2 Protection from evil 3/day, bless </p><p>3-4 Aid, detect evil </p><p>5-6 Cure serious wounds, remove disease </p><p>7-8 Holy smite, neutralize poison</p><p>9-10 Dispel evil </p><p></p><p><strong>Celestial Spells [Celestial]</strong></p><p>Prerequisites: Celestial Parent, Lesser Celestial Spells, Wisdom 14 or higher</p><p>You gain the following abilities at the hit die indicated. The abilities are cumulative</p><p>11-12 Holy word </p><p>13-14 Holy aura 3/day, hallow </p><p>15-16 Mass charm monster </p><p>17-18 Resurrection </p><p>19-20 Summon monster IX (celestials only)</p><p></p><p><strong>Celestial Energy Resistance [Celestial]</strong></p><p>Prerequisite: Celestial Parent</p><p>Benefit: You gain resistance 5 to acid, cold and electricity. This feat does not stack with energy resistance granted by magic items or any other magical effects. </p><p>Special: You can gain this feat multiple times. Each time you take it, your resistance increases by 5.</p><p></p><p><strong>Winged [Celestial]</strong></p><p>Prerequisite: Celestial Parent, Celestial Body</p><p>Benefit: Your celestial heritage bestows you with white feathery wings, which you can use to fly. You can fly at twice your base land speed with good maneuverability. If you can already fly, use that speed and maneuverability instead. </p><p></p><p><strong>Holy Strike [Celestial]</strong></p><p>Prerequisites: Celestial Parent, Celestial Body, Epic Level. </p><p>Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon.</p></blockquote><p></p>
[QUOTE="HugeOgre, post: 3096219, member: 38157"] For anyone wanting to start a new campaign with an interesting background like a hero with a celestial parent, the template for a “half celestial” has all but made such ideas impossible. The Effective Character Level of a Half Celestial is +4, making it difficult to incorporate in a standard new campaign beginning at 1st level. Those DMs who allow it anyway find the powers allow the character to outshine the other characters, often creating ill will among players and unbalancing the game itself. Then, as we discussed earlier, these characters end up with a bit of a glass jaw – underpowered from many perspectives as character levels continue to go up. [SIZE=4]Celestial Feats[/SIZE] As a half celestial’s knowledge of goodness grows, she can tap into more and more of the abilities of her celestial parent. These feats are powered by that goodness, and as such have a special limitation on them not found in other types of feats. The hero must remain good – willfully committing an evil act or grossly violating the code of ethics expected of a celestial causes her to lose access to all Celestial feats until such time as she atones for her violations, as detailed in the clerical atonement spell. Spell resistance will fail, damage and energy resistance will become inert, and ability scores will suffer. In some cases her very wings may fall off. [B]Celestial Parent[/B] One of your parents was a celestial, and the goodness of them courses through your veins, bestowing you with great powers. Benefit: Your type changes to outsider [native], and you gain darkvision out to 60 feet. You are immune to disease. You also gain +4 racial bonus on Fortitude saves against poison. Once per day you can make a normal melee attack to deal extra damage equal to your HD (maximum of +20) against an evil foe. As you progress you may choose feats of the Celestial subtype to augment your abilities. You now radiate an aura of good though in the same way that paladins and clerics do. Your aura can be detected, and is equal to your hit die, just like the aura of a cleric of a good deity. [B]Celestial Prowess [Celestial][/B] Your abilities are unparalleled by your fellow man. Prerequisites: Celestial Parent Benefits: Each of your six ability scores increases by 1. [B]Celestial Body [Celestial][/B] Prerequisite: Celestial Parent, Celestial Prowess Benefit: Your body not only flows with the blood of angels, but has many of the same properties. Your nature weapons (if any) are considered magical, and you gain damage resistance 5 / magical. If you have more than 10 hit die your damage resistance increases to 10 / magical. Your skin becomes tougher, improving your natural armor by +1 (this stacks with any natural armor bonus you already have). [B]Celestial Spell Resistance [Celestial][/B] Prerequisites: Celestial Parent, Celestial Body The blood of your Celestial parent protects you from the magic of others. Benefit: Your gain spell resistance equal to your hit die +10 (maximum 35). [B]Lesser Celestial Spells [Celestial][/B] Prerequisites: Celestial Parent, Wisdom 11 or higher You can use a daylight effect (as the spell) at will. You gain the following abilities at the hit die indicated. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals your HD, and the save DC is Charisma-based. 1-2 Protection from evil 3/day, bless 3-4 Aid, detect evil 5-6 Cure serious wounds, remove disease 7-8 Holy smite, neutralize poison 9-10 Dispel evil [B]Celestial Spells [Celestial][/B] Prerequisites: Celestial Parent, Lesser Celestial Spells, Wisdom 14 or higher You gain the following abilities at the hit die indicated. The abilities are cumulative 11-12 Holy word 13-14 Holy aura 3/day, hallow 15-16 Mass charm monster 17-18 Resurrection 19-20 Summon monster IX (celestials only) [B]Celestial Energy Resistance [Celestial][/B] Prerequisite: Celestial Parent Benefit: You gain resistance 5 to acid, cold and electricity. This feat does not stack with energy resistance granted by magic items or any other magical effects. Special: You can gain this feat multiple times. Each time you take it, your resistance increases by 5. [B]Winged [Celestial][/B] Prerequisite: Celestial Parent, Celestial Body Benefit: Your celestial heritage bestows you with white feathery wings, which you can use to fly. You can fly at twice your base land speed with good maneuverability. If you can already fly, use that speed and maneuverability instead. [B]Holy Strike [Celestial][/B] Prerequisites: Celestial Parent, Celestial Body, Epic Level. Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon. [/QUOTE]
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