Half-Celestial (Savage Species compliant)

Morgenstern

First Post
Creating a monster class
This has been assembled using the guidelines for monster class creation put forth in Savage Species. Half celestials are considered a +4 level equivalent template. Because they are a template, you need to select a base creature to apply it to before beginning.

Integrating base creature and template.
I have selected a 4th level human paladin for a number of reasons. By choosing fourth level, it brings the number of HD up to a level that makes the resulting monster class viable, while allowing the player to complete the class in a reasonable time frame (8 levels overall).

Integrating race
By using a human, the bonus feat can be slightly redistributed to even out the progress of the class. The bonus feat at first level has been incorporated into the class and delayed several levels: officially they would get 2 feats at 1st, and a third at 5th. Instead they receive a feat at 1st, 4th, and 7th. The human’s bonus skill points (7 over 4 levels) have been dropped in an effort to reduce the overall advantages of this class. The human’s other advantage, flexible multi-classing, is lost entirely, helping to bring down the overall power level of this option.

Adjusting class bonuses
I have further reduced the Class’ BAB progression by –1 at 1st, 3rd, 5th, and 7th levels. The class would normally gain its Paladin-based BAB at these levels because of the increase in HD. By making these reductions, the class’ overall power level is slightly reduced (key to making the 1st level marshal a reasonable proposition), and more usefully, the BAB progression is made equivalent with the slowest progression of standard PC classes, making it easier to evaluate this class compared to others. It also helps keep a 1st level heavenly mashal from being superior to a 1st level paladin in all respects. Saves are Paladin saves, granted on odd levels (at the same time as HD). This is standard arrangement per Savage Species. I feel that with the template’s many ability modifiers and the Paladin’s save bonuses, this class should remain quite completive with standard classes, despite the slow progression on the table.

Divvying up class abilities
The half celestial template has a lot of ability bonuses to be spread out. Those requiring two +2 bonuses are separated by 4 levels. Strength bonuses are on odd levels so as not to come at the same time as BAB increases. The +1 natural armor bonus held to 6th level (Savage Species sugest natural armor bonuses are less important to higher level character, while especially useful to low level characters). Delayed Lay on Hands and Smite evil (from 1st to 2nd, and 3rd to 5th), to even out class progression and again keep from overmatching a low level paladin. Dropped paladin’s remove disease 1/week ability (nominally gained at 5th level) since it will be entirely superceded by half celestial’s remove disease 1/day at 7th level. I have dropped the 4th level paladin’s spell casting ability entirely, though marshals that continue to advance as paladins (see below) will quickly recover them. Several of the half celestial’s simpler abilities have been moved into the racial modifiers. The half celestial’s spell casting abilities have been delayed 1-2 levels in every case to produce a smoother advancement curve and reduce power.

Advancement
An 8th level heavenly marshal may continue to advance as a paladin with 4 levels (i.e. next level the marshal would have base saves of +5/+2/+2 and would gain the special mount class ability and limited spell casting ability).

Conclusion
It’s butch, gaining useful abilities at every level. In every way it’s weaker than how Savage species says to go about it, but is still looks pretty tough. Slight reduction in feats (especial compared to equal level human). The main control will be the inferior HD and the lowest BAB progression on a class that would otherwise be a serious fighter. Keep in mind also that max skill ranks are based on hit dice rather than level, so his max skills will also be fairly low. I’ve tried to delay abilities so that while the heavenly marshal has something to contribute at low levels (evil detection and light source), and soon scouting with flight, he won’t overshadow a pure Paladin, Cleric, or Fighter of equal level. I can see why Savage Species says to not allow monster characters to multi-class until their monster class is done. It’s an important control on mixing abilities (flight, high Cha, and sorcerer levels from 3rd on would be devastating).

Heavenly Marshal

Race Modifiers
+2 Charisma.
Medium sized native outsider (good).
Speed: 30 ft.
+4 racial bonus to saves vs. poison.
Immune to disease, including magical diseases such as mummy rot.
Lowlight Vision.
May cast light at will as a supernatural power.
Favored Class: Heavenly marshal. This character must gain 8 levels as a heavenly marshal before gaining levels in any other class.

Heavenly Marshal (Racial Class)

Hit points: d10 + Constitution modifier on odd numbered levels (see table)
Class Skills (and key ability): Concentration (Con), Craft (int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).

Starting skill points: (8 + Int mod) x4
Additional skill points per level: 8 + Intelligence modifier on odd numbered levels, 2 points per level on even numbered levels (see table)

Feat: the heavenly marshal gains HD-based feats at levels 1, 4, and 7.
Abilites: the heavenly marshal steadily gains ability bonuses until acquiring all benefits associate with the Half-celestial template.
Weapons and Armor Proficiency: Heavenly marshals are proficient with al simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
Divine Grace: A heavenly marshal applies his Charisma modifier (if positive) as a bonus to all saving throws.
Holy Force: The Half-celestial gains the following spell-like abilities based on character level. The heavenly marshall is considered to have a caster level equal to his character level when creating these effects.

  • 1st – Detect evil at will
    2nd – Protection from evil 3/day
    3rd – Bless 1/day
    4th – Aid 1/day
    5th – Neutralize poison 1/day
    6th – Cure serious wounds 1/day
    7th – Remove disease 1/day
    8th – Holy smite 1/day
    9th – Dispel evil 1/day
    11th – Holy word 1/day
    13th – Holy Aura 1/day
    14th – Hallow 1/day
    15th – Symbol 1/day
    16th – Holy Aura 2/day
    17th – Summon Monster IX (celestials only) 1/day
    18th – Holy Aura 3/day
    19th – Resurrection 1/day
Lay on Hands: A heavenly marshal can cure wounds by touch. Each day he may cure a total number of hit points equal to his charisma bonus (if any) times one half his level (round down) as a spell like ability. See the paladin ability of the same name for further details.
Wings: At 2nd level, the heavenly marshal sprouts feathered (angelic) wings, granting him a new movement rate of Fly 30 ft. (clumsy).
At 4th level, the heavenly marshals flying skills continue to improve, granting a movement of Fly 40 ft (poor).
At 6th level, the character’s flying movement improves to Fly 50 ft (average).
Finally, at 8th level, the heavenly marshal masters the use of his wings, gaining a movement rate of Fly 60 ft (good).
Aura of Courage: At 3rd level, the heavenly marshal becomes immune to far (magical or otherwise). Allies within 10 ft. of the marshal gain a +4 morale bonus to saving throws against fear effects. Granting this bonus is a supernatural ability.
Immunities: At 3rd level, the heavenly marshal take 1/2 damage from acid, cold, and electricity. At 7th level, the character becomes immune to acid, cold, and electricity damage.
Smite Evil: Beginning at 5th level, the heavenly marshal may smite once per day as a paladin.
Turn Undead: When a heavenly marshal reaches 5th level, he gains the supernatural ability to turn undead as a cleric 4 levels lower. He may use this ability a number of times per day equal to his Charisma modifier + 3. He may also select the Extra Turning feat beginning at this level.
Natural Armor: At 6th level the half-celestial’s body resists physical harm, granting a natural armor bonus of +1.
Code of Conduct: As Paladin.


Lvl HD BAB Fort Ref Will Skills
1 1d10 +0 +2 +0 +0 (8 + Int) x4
2 1d10 +1 +2 +0 +0
3 2d10 +1 +3 +0 +0 8 + Int
4 2d10 +2 +3 +0 +0
5 3d10 +2 +3 +1 +1 8 + Int
6 3d10 +3 +3 +1 +1
7 4d10 +3 +4 +1 +1 8 + Int
8 4d10 +4 +4 +1 +1

Class Abilities
1 Feat, Wisdom +2, Divine Grace, Holy force
2 Intelligence +2, Lay on Hands, Wings (Fly 30 ft (clumsy))
3 Strength +2, Aura of Courage, 1/2 damage from acid, cold, and electricity
4 Feat, Constitution +2, Wings (Fly 40 ft (poor))
5 Wisdom +2, Smite Evil, Turn Undead
6 Charisma +2, Natural Armor +1, Wings (Fly 50 ft (average))
7 Feat, Strength +2, Immune (acid, cold, and electricity)
8 Constitution +2, Dexterity +2, Wings (Fly 60 ft (good))

Comments welcome!
 
Last edited:

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Disclaimer: I don't have Savage Species yet... FLGS doesn't have it.

I know that this is the way it is in the Minotaur excerpt as well, but wouldn't it be more playable if you spread out the skills a bit more so that you didn't get such a burst of goodies on the HD levels?

I see that you've placed the BAB increase on the off-levels, which helps (again may be mandated by the SS guidelines).

John
 

Greybar said:
Disclaimer: I don't have Savage Species yet... FLGS doesn't have it.

I know that this is the way it is in the Minotaur excerpt as well, but wouldn't it be more playable if you spread out the skills a bit more so that you didn't get such a burst of goodies on the HD levels?

I see that you've placed the BAB increase on the off-levels, which helps (again may be mandated by the SS guidelines).

John

Actually, that may smooth things out, but according to what I read in Savage Species, it's the opposite of what you're supposed to be doing. If the monster class has a full BAB, you should gain +1 BAB per HD, so whenever you go up a HD, you should gain +1 BAB.

(If it's a 3/4 BAB, then you'd gain 3 BAB for every 4 HD).
 

I understood about the BAB and HD, but I think that given that in this case I'm working with a template applied to a creature (half celestial on a 4th level paladin) that there is a bit of wiggle room. At 8th level, it has a BAB of +4. Thre is an exisiting BAB progression that does that, and while using the well known progression is not exactly what Savage Species calls for, I'm coming down on the side of both consistancy and as low a power as I can come up with. The Savage Species aproach to converting monsters is pretty open-ended, and almost painfully non-official, so if I'm gonna go o a DM and ask that he let me play "blah" sort of creature, according to a table I made myself, I'm going to make every effort to pack in the most cool and the lest raw power so I can have my fun, but not overshadow the other players.

...Plus, due to the whole skill point on HD levels, the class is already a little bumpier (big gains on dd levels, some gains on even) than I like. I think that's going to be true of all SavSpec-based monsterl classes, and that fan versions that come into use in more than just their own campaign are going to show a little love and polish, which is what I've tried to do here :).
 


The "acid tests" they suggest, and examples they give, are golden for purposes of calculating ECL. Generally, their base CR and ECL rules are decent, unless a monster has a lot of special abilities... and I would have liked to see more granularity on "unbalanced ability scores".

Overall, though, it's a good set of guidelines to help DMs work stuff out for variant characters and their own monsters.
 


I didn't change abilites or give it hit dice, I applied the template to something, then addapted it. Near as I can tell from SavSpc, that's what you have to do to ANY template- otherwise you end up with the first few levels the character has to take having NO hit dice ;). If the table of templates in SavSpc is going to be of any use, it needs to be useable. This is an example of using it :D.
 

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