Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Half-Celestial revised: Take 2 :)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kirinke" data-source="post: 1764147" data-attributes="member: 15409"><p>ok. After many helpful suggestions, I've finally narrowed down what I feel I want out of this template. It is a revision. I am hoping that this will make the half-celestial more fun for both the DM and the Player and as seeing that no two celestials are alike, it stands to reason that their half-breed children would not be alike either. So here goes and hope you guys like it. <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=";)" /> </p><p><span style="font-size: 18px"><strong><p style="text-align: center">****</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><strong><span style="color: White">CREATING A HALF-CELESTIAL</span></strong></p><p>“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><span style="color: White"><strong>Size and Type</strong></span> </p><p>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><strong><span style="color: White">Speed</span></strong></p><p>A half-celestial has a base speed of 30ft. </p><p></p><p><strong><span style="color: White">Armor Class</span></strong></p><p>Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).</p><p></p><p><span style="color: White"><strong>Immortal</strong></span></p><p>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: White"><strong>ALTER FEATURES (<em>SU</em>)</strong></span></p><p>A half celestial can assume the form of a humanoid of medium sized or smaller. This power does not give them the ability to assume wings have four arms etc. It simply gives them a better chance of blending into elven, dwarven, halfling or human societies. <em><strong><span style="color: PaleTurquoise">However, if they do develope wings, this ability will help conceal them until the half-celestial actually has to use them. </span> </strong> </em> With this power, they can alter their basic features: skin color, hair color, eye color, height, weight, build, etc. They can use this power at will and it remains in effect untill they decide to change it. It cannot be dispelled. True sight reveals their true form. </p><p></p><p><strong><span style="color: White">Special Attacks/Abilities</span></strong></p><p>A half-celestial retains all the special attacks of the base creature and gains a special attack (every 3 levels) common to the creature's celestial parent or upon DM approval. These attacks/abilities are supernatural in origin. </p><p></p><p><strong><span style="color: White">TRAITS</span></strong></p><p>Instead of picking up flight/feathered wings, you may choose other features dependant upon DM approval. These features are similar to feats as they can be chosen every three levels. Examples include:</p><p></p><p>1st level: you automatically make any swim checks. Base speed is equal to your land speed.</p><p></p><p>3rd level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 2x your land speed.</p><p></p><p>6th level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 3x your land speed. You can also grant the ability to breath underwater to 1d4 people for 1 day/level. </p><p>and so on.</p><p></p><p>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. </p><p></p><p><span style="color: White"><strong>Spell-Like Abilities</strong></span></p><p>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: 'aid' can be replaced with 'align weapon' 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><span style="color: White"><strong>Special Qualities</strong></span></p><p>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>—Immunity to scarring</p><p>—Immunity to aging effects</p><p>—Cannot be turned into an undead creature</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>— +4 racial bonus on saves vs. domination/charm</p><p></p><p><span style="color: White"><strong>Abilities</strong></span></p><p>Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.</p><p></p><p><span style="color: White"><strong>Skills</strong></span></p><p>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><span style="color: White"><strong>Challenge Rating</strong></span></p><p>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><span style="color: White"><strong>Alignment</strong></span></p><p>Always good (any).</p><p></p><p><span style="color: White"><strong>Level Adjustment</strong></span></p><p>Same as base creature +4.</p></blockquote><p></p>
[QUOTE="kirinke, post: 1764147, member: 15409"] ok. After many helpful suggestions, I've finally narrowed down what I feel I want out of this template. It is a revision. I am hoping that this will make the half-celestial more fun for both the DM and the Player and as seeing that no two celestials are alike, it stands to reason that their half-breed children would not be alike either. So here goes and hope you guys like it. ;) [SIZE=5][B][CENTER]****[/CENTER][/B][/SIZE] 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. [B][COLOR=White]CREATING A HALF-CELESTIAL[/COLOR][/B] “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. [COLOR=White][B]Size and Type[/B][/COLOR] 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. [B][COLOR=White]Speed[/COLOR][/B] A half-celestial has a base speed of 30ft. [B][COLOR=White]Armor Class[/COLOR][/B] Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). [COLOR=White][B]Immortal[/B][/COLOR] 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=White][B]ALTER FEATURES ([I]SU[/I])[/B][/COLOR] A half celestial can assume the form of a humanoid of medium sized or smaller. This power does not give them the ability to assume wings have four arms etc. It simply gives them a better chance of blending into elven, dwarven, halfling or human societies. [I][B][COLOR=PaleTurquoise]However, if they do develope wings, this ability will help conceal them until the half-celestial actually has to use them. [/COLOR] [/B] [/I] With this power, they can alter their basic features: skin color, hair color, eye color, height, weight, build, etc. They can use this power at will and it remains in effect untill they decide to change it. It cannot be dispelled. True sight reveals their true form. [B][COLOR=White]Special Attacks/Abilities[/COLOR][/B] A half-celestial retains all the special attacks of the base creature and gains a special attack (every 3 levels) common to the creature's celestial parent or upon DM approval. These attacks/abilities are supernatural in origin. [B][COLOR=White]TRAITS[/COLOR][/B] Instead of picking up flight/feathered wings, you may choose other features dependant upon DM approval. These features are similar to feats as they can be chosen every three levels. Examples include: 1st level: you automatically make any swim checks. Base speed is equal to your land speed. 3rd level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 2x your land speed. 6th level: you can breath underwater as the spell of same name at will. Base swim speed is equal to 3x your land speed. You can also grant the ability to breath underwater to 1d4 people for 1 day/level. and so on. 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. [COLOR=White][B]Spell-Like Abilities[/B][/COLOR] 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: 'aid' can be replaced with 'align weapon' 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 [COLOR=White][B]Special Qualities[/B][/COLOR] 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. —Immunity to scarring —Immunity to aging effects —Cannot be turned into an undead creature —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. — +4 racial bonus on saves vs. domination/charm [COLOR=White][B]Abilities[/B][/COLOR] Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. [COLOR=White][B]Skills[/B][/COLOR] 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. [COLOR=White][B]Challenge Rating[/B][/COLOR] HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. [COLOR=White][B]Alignment[/B][/COLOR] Always good (any). [COLOR=White][B]Level Adjustment[/B][/COLOR] Same as base creature +4. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Half-Celestial revised: Take 2 :)
Top