Another revision: this time without wings
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 at around 20-25, 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 Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities. These abilities can be 'dispelled' but the half-celestial can reactivate them a round later.
Detect Evil (SU): as the paladin ability of same name. At will
Tongues/Comprehend languages (SU): allows the half-celestial to understand any language spoken by an intelligent creature. Also allows them to read written documents including magical ones. This ability does not allow them to decipher hidden meanings or codes as you need the decipher script skill in order to do so. Can be dispelled but the half celestial can reactivate it a round later.
Light (SU): as the spell of same name. At will. Caster level equals creature's total hit dice. Can be dispelled, but the half-celestial can reactivate it a round later.
Flight (SU):
At 5th level (or equivalent hit dice if no class levels), the half-celestial developes the ability to levitate as the spell of same name. This spell can be used at will.
At tenth level the half celestial develops magical flight (as the spell ’fly’) and can fly at a speed of 60ft (or 40ft if it carries medium or a heavy load). It can ascend at half speed and descend at double speed and its maneuverability is good. The half-celestial can charge, but not run and it cannot carry aloft more wgt than its maximum load, plus any armor it wears. This ability can be used at will. The half-celestial gains this ability when it reaches 10 hit dice if it has no class levels or level 10 if it does have class levels.
Also, this ability can be modified as follows: automatic successful swim checks at 5th level developing to a full blown water-breathing ability at 10th.
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 Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, remove fear
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.
—Dark-vision out to 60 feet.
—Immunity to disease.
—Resistance to acid 5, cold 5, and electricity 5.
—Fast Heal 5 hps per round, unholy weapons negate this.
—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.
Abilities: I
ncrease 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:
ECL +4