Weelll here is my attempt at a half-ghaele template. I used the half-celestial template as a base.
HALF-GHAELE
Half-Ghaeles are the product of a mating between a Ghaele and a mortal, usually an elf of some kind. They generally look like their non-Ghaele parent.
CREATING A HALF-GHAELE
“Half-Ghaele” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and non-evil Half-Ghaele alignment (referred to hereafter as the base creature).
A Half-Ghaele 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-Ghaele are normally native outsiders.
SPEED: a Half-Ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter and in this form, they can fly 150ft (perfect). While in humanoid form, their speed is 50ft and they cannot naturally fly.
ARMOR CLASS: Natural armor improves by +7 (this stacks with any natural armor bonus the base creature has).
SPECIAL ATTACKS:
GAZE: Stun evil creatures of 5 hit dice or less. Range 60ft. Will DC 18 negates. Even if the save succeeds, the evil creature is affected as though by a fear spell for 2d10 rounds.
LIGHT RAY: a Half-Ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type and causes 2d10 hit points of damage. Undead take double the amount of damage.
ALTERNATE FORM: a Half-Ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities. The globe form is incorporeal and the Half-Ghaele has no strength score while in that form.
A Half-Ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled nor does the Half-Ghaele revert to any particular form when killed. A true seeing spell or ability however, reveals both forms simultaneously.
PROTECTIVE AURA:
Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of the Half-Ghaele otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability both with a radius of 10 feet (12th Caster lvl). The defensive benefits from the circle are not included in the Half-Ghaele’s statistics block.
TONGUES: All Half-Ghaele’s can speak with any living creature that has a spoken language. They are also able to read/write in any written language as if under the effects of a comprehend language spell. Both abilities are always active
Half-Ghaeles do not automatically cast spells as a 14th level cleric. Outside of their own special abilities, Half-Ghaeles must take the cleric class if they want to cast more clerical spells.
All spell like abilities are the equivalent of a 12th lvl caster.
SPELL-LIKE ABILITIES THAT ARE ALWAYS ACTIVE: Detect evil, detect poison, detect magic, detect undead,
SPELL-LIKE ABILITIES THAT CAN BE USED AT WILL: alter features, alarm, calm emotions, pass without trace, true sight
SPELL-LIKE ABILITIES THAT CAN BE USED 3x a day: Cure moderate wounds, create food/water, neutralize poison, heal, identify, arcane sight, greater, Polymorph self, invisibility greater.
SPELL-LIKE ABILITIES THAT CAN BE USED 1x a day: Atonement, fire-ball, true strike, holy smite, flame strike, storm of vengeance, heal mass.
Special Qualities: A Half-Ghaele has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to disease and aging affects as they are effectively immortal once they reach adulthood (which is around 100 years of age).
—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-Ghaele’s natural weapons are treated as good and 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: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.
Skills: A Half-Ghaele 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-ghaele 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 +2; HD 6 to 10, as base creature +3; HD 11 or more, as base creature +4.
Alignment: Always good (any). usually chaotic good.
Level Adjustment: Same as base creature +5.
NOTE: assume that the template follows the same rules as the other templates.