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Half-Celestial another revision
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<blockquote data-quote="kirinke" data-source="post: 1756055" data-attributes="member: 15409"><p><span style="color: White"><strong>Well. As promised, I have created yet another revision for the half-celestial <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> This time though, i've made it so that both the player and dm have a greater room to manuever and develop their creations in a more balanced manner.</strong></span> </p><p></p><p><span style="color: Cyan"><strong><p style="text-align: center"><span style="font-size: 12px">*****</span></p><p></strong></span></p><p>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. </p><p></p><p><span style="color: PaleTurquoise"><strong>CREATING A HALF-CELESTIAL</strong></span>“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.</p><p></p><p><strong><span style="color: PaleTurquoise">Size and Type:</span></strong> 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.</p><p></p><p><span style="color: PaleTurquoise"><strong>Speed:</strong></span> A half-celestial has a base speed of 30ft. </p><p></p><p><strong><span style="color: PaleTurquoise">Armor Class:</span></strong> Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).</p><p></p><p><span style="color: PaleTurquoise"><strong>Immortal:</strong></span> once they reach maturity for whatever their base race is, 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. </p><p></p><p><span style="color: PaleTurquoise"><strong>Special Attacks:</strong></span> A half-celestial retains all the special attacks of the base creature and gains a special attack (every 2 levels) common to the creature's celestial parent or upon DM approval.</p><p></p><p><span style="color: PaleTurquoise"><strong>TRAITS</strong></span></p><p>Instead of picking up flight/feathered wings, you may choose other features dependant upon DM approval. <span style="color: LightBlue"><strong>These features are similar to feats as they can be chosen every three levels</strong></span>. Examples include.</p><p>1st level: you automatically make any swim checks.</p><p>3rd level: you can breath underwater as the spell of same name at will.</p><p>6th level: you can bestow the ability to breath underwater to 1d4 people for 1hr per level.</p><p></p><p><span style="color: Yellow"><strong>Trait powers do increase every three levels and once you've 'maxed out' the traits, you can also develope other traits, such as Fore-sight, teleportation, etc. This is very much dependent on the DM and the type of game he/she wants to run. In fact, you don't have to progress beyond the first tier trait. It essentially is up to whatever you and your dm agree too. </strong></span> </p><p></p><p><span style="color: PaleTurquoise"><strong>Spell-Like Abilities:</strong></span> 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.</p><p></p><p>These abilities can also be swapped out with 'spells' from the same level. IE: <em>'aid'</em> can be replaced with <em>'align weapon'</em> or any other spell from the second level cleric/druid/ranger list. </p><p></p><p>Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.</p><p></p><p>HD Abilities</p><p>1–2 Protection from evil 3/day, bless</p><p>3–4 Aid, detect evil</p><p>5–6 Cure serious wounds, neutralize poison</p><p>7–8 Holy smite, remove disease</p><p>9–10 Dispel evil. </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 Summon monster IX (celestials only)</p><p>19–20 Resurrection</p><p></p><p><strong><span style="color: PaleTurquoise">Special Qualities:</span></strong> A half-celestial has all the special qualities of the base creature, plus the following special qualities.</p><p>—Darkvision out to 60 feet.</p><p>—Low light vision</p><p>—Immunity to disease.</p><p>—Resistance to acid 10, cold 10, and electricity 10.</p><p>—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).</p><p>—A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>—Spell resistance equal to creature’s HD + 10 (maximum 35).</p><p>— +4 racial bonus on Fortitude saves against poison.</p><p></p><p><span style="color: PaleTurquoise"><strong>Abilities:</strong></span> Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.</p><p></p><p><strong><span style="color: PaleTurquoise">Skills:</span></strong> 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. </p><p></p><p><strong><span style="color: PaleTurquoise">Challenge Rating:</span></strong> HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.</p><p></p><p><strong><span style="color: PaleTurquoise">Alignment:</span></strong> Always good (any).</p><p></p><p><strong><span style="color: PaleTurquoise">Level Adjustment:</span></strong> Same as base creature +4.</p></blockquote><p></p>
[QUOTE="kirinke, post: 1756055, member: 15409"] [COLOR=White][B]Well. As promised, I have created yet another revision for the half-celestial ;) This time though, i've made it so that both the player and dm have a greater room to manuever and develop their creations in a more balanced manner.[/B][/COLOR] [COLOR=Cyan][B][CENTER][SIZE=3]*****[/SIZE][/CENTER][/B][/COLOR] 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. [COLOR=PaleTurquoise][B]CREATING A HALF-CELESTIAL[/B][/COLOR]“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. [B][COLOR=PaleTurquoise]Size and Type:[/COLOR][/B] 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. [COLOR=PaleTurquoise][B]Speed:[/B][/COLOR] A half-celestial has a base speed of 30ft. [B][COLOR=PaleTurquoise]Armor Class:[/COLOR][/B] Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). [COLOR=PaleTurquoise][B]Immortal:[/B][/COLOR][B][/B] once they reach maturity for whatever their base race is, 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. [COLOR=PaleTurquoise][B]Special Attacks:[/B][/COLOR][B][/B] A half-celestial retains all the special attacks of the base creature and gains a special attack (every 2 levels) common to the creature's celestial parent or upon DM approval. [COLOR=PaleTurquoise][B]TRAITS[/B][/COLOR][B][/B] Instead of picking up flight/feathered wings, you may choose other features dependant upon DM approval. [COLOR=LightBlue][B]These features are similar to feats as they can be chosen every three levels[/B][/COLOR]. Examples include. 1st level: you automatically make any swim checks. 3rd level: you can breath underwater as the spell of same name at will. 6th level: you can bestow the ability to breath underwater to 1d4 people for 1hr per level. [COLOR=Yellow][B]Trait powers do increase every three levels and once you've 'maxed out' the traits, you can also develope other traits, such as Fore-sight, teleportation, etc. This is very much dependent on the DM and the type of game he/she wants to run. In fact, you don't have to progress beyond the first tier trait. It essentially is up to whatever you and your dm agree too. [/B][/COLOR] [COLOR=PaleTurquoise][B]Spell-Like Abilities:[/B][/COLOR][B][/B] 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. These abilities can also be swapped out with 'spells' from the same level. IE: [I]'aid'[/I] can be replaced with [I]'align weapon'[/I] or any other spell from the second level cleric/druid/ranger list. 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, detect evil 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 [B][COLOR=PaleTurquoise]Special Qualities:[/COLOR][/B] A half-celestial has all the special qualities of the base creature, plus the following special qualities. —Darkvision out to 60 feet. —Low light vision —Immunity to disease. —Resistance to acid 10, cold 10, and electricity 10. —Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). —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. [COLOR=PaleTurquoise][B]Abilities:[/B][/COLOR] Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. [B][COLOR=PaleTurquoise]Skills:[/COLOR][/B] 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. [B][COLOR=PaleTurquoise]Challenge Rating:[/COLOR][/B] HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. [B][COLOR=PaleTurquoise]Alignment:[/COLOR][/B] Always good (any). [B][COLOR=PaleTurquoise]Level Adjustment:[/COLOR][/B] Same as base creature +4. [/QUOTE]
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