Half-Celestial another revision


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Wow, was there anything taking away from the half-celestial template here? Otherwise I'd bump that LA and CR up (say LA +5-6, CR base +2 to +4 at higher HD). Regeneration 5 (why not just Fast Heal 5?) is very powerful expecially for a PC.

I really like those special abilities, neat stuff.
 


First off, wow! That fails the first test for being balanced, which is: is there any reason not to take the template. A +4 LA for the above listed bonuses is a phenomenal deal.

I'd bump it way way up. I mean, Flight is probably good for a +2, the Special Abilities are probably good for an additional +1, the SLAs are going to be another +1 at low levels, rising to probably +3 or +4 at 20HD (especially because they let a Wis 7, Int 8 Half-Celestial Ogre cast resurrection at high levels--a feat that a non-Celestial human would need a wisdom of 19 to replicate), Fast Healing 5 is probably worth an additional +2 or +3, and the SR of HD +10 is about an additional +1 (since it means an equal level spell-caster has a base 30% miss chance with spells).

So by my calculations, it's at least a +7 LA (at one HD), rising to +10 LA at 20HD.

As an aside, I'd rewrite the Alter Self power so that the Half-Celestial can assume the form of any creature its own size or smaller. That way a Half-Celestial Ogre (Large) can keep its size, but PC races are capped out at medium.

--G
 
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with regards to the alter features, i did just that 'medium size or smaller'. which means, no giant size things. the intent of the alter features is to allow the half-celestial to better blend into 'normal' society. the dm can can make his own judgment calls on that ability.

also, there is no way a dm would allow a half-celestial orc to play without... shall we say conseqences ;)

this is mostly meant for human/elf/dwarf character with the half-celestial template. so it stands as a strong +4.
 
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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
 
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My big question is...whats the purpose? Do you not like those particular things about the existing template, do you not think they fit?

Switching Smite Evil for Detect Evil I guess I can see, although they already gain a limited Detect Evil ability.

I dont really like the Tongues thing. It fits, but it also makes it so that a party with a half celestial never, at any level, has to worry about the situation of a language barrier.

Reducing the resistances seems odd. Most celestials have either total immunity, or resistance 10 to these energies.

The fast healing instead of DR is way out in left field 1) because its to powerful for a PC and 2) because most celestials have DR, but I cant think of any with Fast Healing (accept that the most powerful angels have Regeneration).


I agree with the whole immortality thing tho.
 

I reduced the resistences, because i thought that 5 was good enough for a half-celestial. Also, tongues works as well, because most celestials have that and it makes more sense for something directly descended from a celestial to have that trait.

I nixed the wings because it doesn't make sense for them to have them at beginning levels. I may have them develope a levitation ability at around 5th level, which evolves into full-blown magical flight at 10th.

I didn't like damage reduction, so i changed it for fast healing and i figure that at 5 hit points per round, that's good enough. And I also added that unholy weapons will negate or by-pass this, forcing the half-celestial to heal the injuries at a normal rate.
 
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Also, touges works as well, because most celestials have that and it makes more since for something directly descended from a celestial to have that trait.

Like I said, it does fit...but its also very powerful. And as I said, it negates a certain type of problem entirely...the party never has to worry about language barrier issues. Ever.

From a DM perspective abilities that totally negate certain situations can take away a lot of potential flavour in a game.


I nixed the wings because it doesn't make sense for them to have them at beginning levels. I may have them develope a levitation ability at around 5th level, which evolves into full-blown magical flight at 10th.


The only problem I have with the wings thing is that all half celestials automatically get wings, whereas only Large or larger half dragons get wings. And this is especially odd when you consider that all true dragons have wings, but there are celestials that dont (such as Hound Archons and Ghaele Eladrins).


I didn't like damage reduction

Why not? as I said, the majority of celestials have it.


so i changed it for fast healing and i figure that at 5 hit points per round, it's not too left field.

5 points of fast healing per round is considerably more powerful than damage reduction 5/magic. DR just reduces damage you take, and can be bypassed. Fast healing quickly repairs damage of any kind...from any physical attack, from spells etc.
 

well, i'm just messing with the template build, because i figure every half-celestial is going to have different abilities and different problems to overcome. Because every half-celestial probably comes from different parantege. IE: A half-celestial descended from an archon will not be the same as a half-celestial descended from a solar and so on. ^)(^.

and i figure that this particular half-celestial template would be great for diplomats and translators in general. :p
 

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