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Half-Planetar revised
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<blockquote data-quote="kirinke" data-source="post: 1286874" data-attributes="member: 15409"><p>Help and feedback appreciated. flamers will be thumped with my mace of correction +10 ^_^</p><p></p><p>Like all celestials, a planetar's magical nature allows it to breed with virtually any creature. the offspring of such unions, half-planetars are truely spectacular.</p><p>To carry ou their responsibilities, planetars spend a great deal of time in the mortal realms and occasionally fall in love with mortals, humans and elves being the most common. The objects of a planetar's affections are never evil and always intelligent. </p><p></p><p>A half-planetar is a half-celestial sub-type and can be added to any living, corporeal creature with an intelligence score of 4 or higher and nonevil alignment. A half-planetar uses all of the base creatures statistics and special abilities except noted as below</p><p></p><p>SIZE AND TYPE: the creatures type changes to extra-planar. Do not recalculate the creature's hit dice, base attack bonus or saves. size is unchanged. half planatar's are normally native outsiders</p><p></p><p>SPEED: in their natural form, a half-planatar has feathered wings and can fly at twice the base creature's base land speed (perfect)</p><p></p><p>ARMOR CLASS: natural armor improves by +2 (this stacks with any natural armor bonuse the base creature has)</p><p></p><p>SPECIAL ATTACKS: a half planatar retains all the special attacks of the base creature with the following exceptions</p><p>Alter self, fly/greater, levitation, identify. continual flame at will</p><p>Polymorph self 3x a day. endure elements at will.</p><p></p><p>A half planetar with an intelligence or wisdom score of 8 or higher hastwo or more spell-like abilities depending on its hit dice. unless otherwise noted, they can use these spells once per day.</p><p></p><p>SPELL-LIKE ABILITIES</p><p> HD ABILITIES</p><p> 1-2 Protection from evil 3x a day. bless at will, remove curse, create water</p><p> 3-4 Aid, detect evil, invisibility (self only) at will, lesser restoration 3x a day</p><p> 5-6 cure serious wounds, neutralize poison, create food/water 3x a day</p><p> 7-8 holy smite, remove disease, awaken animal</p><p> 9-10 dispel evil, remove curse/fear </p><p>11-12 holy word, greater restoration</p><p>13-14 holy aura 3/day, hollow, blade barrier, flame strike, planar ally lesser</p><p>15-16 mass charm monster, waves of exhaustion</p><p>17-18 summon monster IX (good aligned only), planar ally greater</p><p>19-20 Ressurection, raise dead, waves of exhaustion, power word stun</p><p></p><p>SPECIAL QUALITIES:</p><p>Blind sight. Scent.</p><p>Damage reduction 5/evil</p><p>Dark vision 60ft</p><p>Low light vision 60ft</p><p>Immunity to acid, cold and petrification</p><p>Protective aura</p><p>Regeneration 5</p><p>Resistance to electricity and fire 10</p><p>Spell resistance 30</p><p>Turn or rebuke undead as a 10th lvl cleric</p><p>Tongues/comprehend languages always active</p><p>Weapons are considered good aligned and magical </p><p>Detect evil, undead, magic always active</p><p>Discern lies always active</p><p>Arcane sight/greater, True sight at will.</p><p></p><p>ABILITIES: </p><p>STR: +4, DEX: +5. CON: +4. INT: +5. WIS: +4.</p><p></p><p>SKILLS: As a half-celestial. Diplomacy, intimidation and sense motive are considered racial skills.</p><p></p><p>FEATS: wingover, hover, fly-by attack. run, endurance.</p><p></p><p>Challenge rating: as half celestial</p><p></p><p>Alignment: always good (any)</p><p></p><p>Level adjustment: as half-celestial.</p></blockquote><p></p>
[QUOTE="kirinke, post: 1286874, member: 15409"] Help and feedback appreciated. flamers will be thumped with my mace of correction +10 ^_^ Like all celestials, a planetar's magical nature allows it to breed with virtually any creature. the offspring of such unions, half-planetars are truely spectacular. To carry ou their responsibilities, planetars spend a great deal of time in the mortal realms and occasionally fall in love with mortals, humans and elves being the most common. The objects of a planetar's affections are never evil and always intelligent. A half-planetar is a half-celestial sub-type and can be added to any living, corporeal creature with an intelligence score of 4 or higher and nonevil alignment. A half-planetar uses all of the base creatures statistics and special abilities except noted as below SIZE AND TYPE: the creatures type changes to extra-planar. Do not recalculate the creature's hit dice, base attack bonus or saves. size is unchanged. half planatar's are normally native outsiders SPEED: in their natural form, a half-planatar has feathered wings and can fly at twice the base creature's base land speed (perfect) ARMOR CLASS: natural armor improves by +2 (this stacks with any natural armor bonuse the base creature has) SPECIAL ATTACKS: a half planatar retains all the special attacks of the base creature with the following exceptions Alter self, fly/greater, levitation, identify. continual flame at will Polymorph self 3x a day. endure elements at will. A half planetar with an intelligence or wisdom score of 8 or higher hastwo or more spell-like abilities depending on its hit dice. unless otherwise noted, they can use these spells once per day. SPELL-LIKE ABILITIES HD ABILITIES 1-2 Protection from evil 3x a day. bless at will, remove curse, create water 3-4 Aid, detect evil, invisibility (self only) at will, lesser restoration 3x a day 5-6 cure serious wounds, neutralize poison, create food/water 3x a day 7-8 holy smite, remove disease, awaken animal 9-10 dispel evil, remove curse/fear 11-12 holy word, greater restoration 13-14 holy aura 3/day, hollow, blade barrier, flame strike, planar ally lesser 15-16 mass charm monster, waves of exhaustion 17-18 summon monster IX (good aligned only), planar ally greater 19-20 Ressurection, raise dead, waves of exhaustion, power word stun SPECIAL QUALITIES: Blind sight. Scent. Damage reduction 5/evil Dark vision 60ft Low light vision 60ft Immunity to acid, cold and petrification Protective aura Regeneration 5 Resistance to electricity and fire 10 Spell resistance 30 Turn or rebuke undead as a 10th lvl cleric Tongues/comprehend languages always active Weapons are considered good aligned and magical Detect evil, undead, magic always active Discern lies always active Arcane sight/greater, True sight at will. ABILITIES: STR: +4, DEX: +5. CON: +4. INT: +5. WIS: +4. SKILLS: As a half-celestial. Diplomacy, intimidation and sense motive are considered racial skills. FEATS: wingover, hover, fly-by attack. run, endurance. Challenge rating: as half celestial Alignment: always good (any) Level adjustment: as half-celestial. [/QUOTE]
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