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<blockquote data-quote="Lucas" data-source="post: 819226" data-attributes="member: 11358"><p>I have been playing around with this I looked at the normal stats for half-celstial and tweaked it a bit. I still haven't come up for a name and what it would be its ECL. Tell me what you guys think.</p><p></p><p>Hit Die: Increase to d8 per HD. If the creature has a class, it’s hit points increase for class levels normally.</p><p>Speed: Fly speed equal to triple the base creature’s normal speed, with perfect maneuverability. They have feathered wings for this purpose.</p><p>AC: Natural armor improves by +1 per every two HD. The creature also gains a deflection bonus equal to its normal charisma modifier.</p><p>Attacks: Base attack bonus increases as fighter per HD. If the creature has a class, it gains base attack bonus for class levels normally.</p><p>Special Attacks: Retains all the special attacks of the base creature and also gains those listed below.</p><p>Turn Undead (Su): Turn undead as a cleric whose level is equal to the saint’s HD.</p><p>Lay on Hands (Su): This functions exactly like the paladin’s ability, but can heal as much damage per day as its own undamaged hit point total.</p><p>Light: Able to use light at will as the spell.</p><p>Level 1-2: Protection from evil 3/day, Bless. </p><p>Level 3-4: Detect Evil</p><p>Level 5-6: Cure serious wounds</p><p>Level 7-8: Holy Smite, Remove disease</p><p>Level 9-10: Dispel evil</p><p>Level 11-12: Holy ward</p><p>Level 13-14: Holy Aura 3/day</p><p>Level 15-18 Symbol</p><p>Level 19+ Resurrection, mass heal 2/day, miracle.</p><p></p><p>Special Qualities: Retain all the special qualities of the base creature and also gains those listed below.</p><p>Aura of Menace (Su): Any hostile creature within a 20-foot radius of a saint must succeed at a Will save to resist its effects. Those who fail suffer a –2 penalty to attacks, AC, and saves for one day or until they successfully hit the saint that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that aura for one day.</p><p>Immunities (Ex):Immune to acid, cold, disease, electricity, and petrification.</p><p>Keen Vision (Ex): Low-light vision and 60-foot darkvision.</p><p>Aura of Courage (Ex): This functions exactly like the paladin’s ability.</p><p>Spell Resistance (Ex): SR equal to double the creatures HD.</p><p></p><p>Abilities: Str +8, Dex +6, Con +4, Int +6, Wis +6, and Cha +6. always have at least a 3 intelligence and human sentience.</p><p>Saves: Same saves as class levels but +4 bonus against poison.</p><p>Skills: 8 skill points plus its intelligence modifier per HD. Treat skills from the base creature’s class as class skills, and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. +5 racial bonus to bluff, diplomacy, intimidate, listen, sense motive, spot, and knowledge Religion.</p><p></p><p>Feats: 1 feat per every four HD, plus one. If the creature has a class, it gains feats for class levels normally.</p><p>Climate/Terrain: Same as base creature or celestial</p><p>Organization: Same as base creature</p><p>Challenge Rating: (Need help with this)</p><p>Alignment: Always good; often lawful (good aligned regardless of base creature, magic, or background)</p><p>Treasure: Double standard from base creature</p><p>Advancement: Same as base creature</p><p></p><p></p><p>I think there might be some more room for changes and I also want to know in general what would be a good name for a creature such as this and if any things could be added on the level skills.</p><p></p><p>So what do you think?</p></blockquote><p></p>
[QUOTE="Lucas, post: 819226, member: 11358"] I have been playing around with this I looked at the normal stats for half-celstial and tweaked it a bit. I still haven't come up for a name and what it would be its ECL. Tell me what you guys think. Hit Die: Increase to d8 per HD. If the creature has a class, it’s hit points increase for class levels normally. Speed: Fly speed equal to triple the base creature’s normal speed, with perfect maneuverability. They have feathered wings for this purpose. AC: Natural armor improves by +1 per every two HD. The creature also gains a deflection bonus equal to its normal charisma modifier. Attacks: Base attack bonus increases as fighter per HD. If the creature has a class, it gains base attack bonus for class levels normally. Special Attacks: Retains all the special attacks of the base creature and also gains those listed below. Turn Undead (Su): Turn undead as a cleric whose level is equal to the saint’s HD. Lay on Hands (Su): This functions exactly like the paladin’s ability, but can heal as much damage per day as its own undamaged hit point total. Light: Able to use light at will as the spell. Level 1-2: Protection from evil 3/day, Bless. Level 3-4: Detect Evil Level 5-6: Cure serious wounds Level 7-8: Holy Smite, Remove disease Level 9-10: Dispel evil Level 11-12: Holy ward Level 13-14: Holy Aura 3/day Level 15-18 Symbol Level 19+ Resurrection, mass heal 2/day, miracle. Special Qualities: Retain all the special qualities of the base creature and also gains those listed below. Aura of Menace (Su): Any hostile creature within a 20-foot radius of a saint must succeed at a Will save to resist its effects. Those who fail suffer a –2 penalty to attacks, AC, and saves for one day or until they successfully hit the saint that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that aura for one day. Immunities (Ex):Immune to acid, cold, disease, electricity, and petrification. Keen Vision (Ex): Low-light vision and 60-foot darkvision. Aura of Courage (Ex): This functions exactly like the paladin’s ability. Spell Resistance (Ex): SR equal to double the creatures HD. Abilities: Str +8, Dex +6, Con +4, Int +6, Wis +6, and Cha +6. always have at least a 3 intelligence and human sentience. Saves: Same saves as class levels but +4 bonus against poison. Skills: 8 skill points plus its intelligence modifier per HD. Treat skills from the base creature’s class as class skills, and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. +5 racial bonus to bluff, diplomacy, intimidate, listen, sense motive, spot, and knowledge Religion. Feats: 1 feat per every four HD, plus one. If the creature has a class, it gains feats for class levels normally. Climate/Terrain: Same as base creature or celestial Organization: Same as base creature Challenge Rating: (Need help with this) Alignment: Always good; often lawful (good aligned regardless of base creature, magic, or background) Treasure: Double standard from base creature Advancement: Same as base creature I think there might be some more room for changes and I also want to know in general what would be a good name for a creature such as this and if any things could be added on the level skills. So what do you think? [/QUOTE]
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