If playing 3.5 add class levels to this composite. Note the character's ECL (effective character level) is 4 + his class levels. Feats and ability score increases are based on his actual class level while his experience is based on his ECL.
HALF-CELESTIAL ELF
Type: Native Outsider
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 30 feet. A half-celestial has feathered wings and can fly at 60 ft(good maneuverability).
Natural Armor +1
Special Attacks:
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Spell-Like Abilities: 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
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
Special Qualities: 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: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
-Immunity to disease
-Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
-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.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +4.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
Alignment: Always good (any).
Level Adjustment: Same as base creature +4.