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Half-Celestial PCs

DizzyKungFu

First Post
I have a player who wants to role-play a half-celestial (half-human) character. With a little background, this fits fine into my campaign, so I want to allow it. But what ECL should I assign for being a half-celestial. They get a lot of cool powers, so I don't want the player to have an unfair advantage over the other PCs.

Any advice?
 

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IMC we've always played Half-Celestials and Half-Fiends at ECL 3.

Has worked out great for nearly two and a half years now.
 

I've played a few half-celestials; IMO, +3 ECL is fine. At low levels, the loss of just 3 class levels can be close to crippling; at high levels, the half-celestial should be about on par with all of the characters that are 3 levels ahead.

The ECL has the most effect on spell-casters, and on classes that are heavily level dependant, like monks. Classes like fighter and rogue don't suffer much at all (except in terms of base attack bonus -- a half-celestial fighter has to wait 'till he's effectively 11th level to take Improved Crit), and half-celestials make for very good paladins.

If you're really worried about the half-celestial out-shining the other characters, set the ECL to +4. Being out 4 hit dice, 4 skill ranks, 2 full spell levels, at least one feat, and of higher-level abilities in general should more than compensate for the 1/2-celestial abilities.

Keep in mind that the ECL level for half-celestial doesn'tcount towards the spell-like power progression -- a half-celestial with Resurrection 1/day is a 22nd level character, not a 19th.
 

I concur with +3 for an ECL.

Also keep in mind that because the character's type is Outsider, s/he cannot be brought back from the dead except by Wish or Miracle (in the core rules, anyway. MotP has a 6th level spell Raise Outsider). Make sure the player realizes this, in order to minimize complaining later when the character does die.

-Tiberius
 

Why don't he just play an aasimar instead ? Would still fit in the concept, I guess and would only be ECL +1 ?

Whe're starting a new camping tonigh with such characters. A half-fiend, a tweaked fey'ri and a "fallen" half-celestial in a homebrew world somewhat à la darksun. Will be cool...
 



personally +3 always seemed a bit low for half-celestials with all the bonuses they get. Giving up 3 class levels isn't as bad as it sounds when your character is now immune to 3/5ths of the energy types and is also immune to poisons and gets some decent spell like abilities. Add those on top of the ability score modifiers +3 seems a bit small.
 

I've played alongside one Half-Celestial/Elf Paladin. It was fine at +3 ecl. Personally, I wouldn't go with higher than that. Half-Fiend/Half-Celstial seem to be pretty good at +3.

I don't know If you'd ever really want to take the Aisimar as a race. That lost ecl could be put to better use in a level of just about any class, but that's just my opinion.
 


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