Race as Class II: Half-Celestial

Morgenstern

First Post
My second attempt:

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Racial Classes
Many characters of mixed parentage come into their full inheritance slowly, developing the full extent of their powers over time. Racial class levels may never exceed one half of the character’s total levels. Like prestige classes, racial classes are not considered when checking for XP penalties.

Half-Celestial

Base Race (human parentage)
+2 Charisma
Medium sized creature
Speed: 30 ft.
Resistances: takes one half damage from acid, cold, and electricity
Immune to disease.
Lowlight vision 60 ft.
May cast Light once per day per character level.
Favored Class: Cleric

Half-Celestial Heritage (Racial Class)

Hit points: d6 + Constitution modifier per level

Class skills: As last non-racial level (as cleric if no previous non-racial levels).

Additional skill points per level: 8 + Intelligence modifier per level

Holy Force: The Half-celestial gains the following spell-like abilities based on racial level:
1st – Protection from evil 3/day, bless 1/day
2nd – Aid 1/day, detect evil 1/day
3rd – Cure serious wounds 1/day, neutralize poison 1/day
4th – Holy smite 1/day, remove disease 1/day
5th – dispel evil 1/day, light at will
Natural Armor: At 1st level the half-celestial’s body resists physical harm, granting a natural armor bonus of +1.
Wings: At 1st level, the half celestial sprouts feathered (angelic) wings, granting him a new movement rate of Fly 10 ft. + 10 ft. per racial level and a maneuverability of average.
At 4th level, the half-celestial’s flying skills continue to improve, granting a maneuverability of good.
Divine Power: As the half-celestial embraces his heritage his body is filled with power. At 2nd level the half-celestial gains a +1 racial bonus to Strength, Constitution, Wisdom, and saves vs Poison. This bonus increases by +1 for each half-celestial level gained hereafter.
Natural Intelligence: At 2th level, the half-celestial gains the clarity of thought of their angelic parentage. The character gains a +2 racial bonus to Intelligence.
Immunities: At 3rd level, the half-celestial becomes immune to acid, cold, and electricity damage.
Natural Charisma: At 5th level, the half-celestial has the overwhelming presence of his angelic heritage. The character’s racial bonus to Charisma increases to +4.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Holy force, Natural armor +1, wings (average)
2 +1 +0 +0 +0 Divine power +1, natural intelligence +2
3 +2 +1 +1 +1 Divine power +2, immunities
4 +3 +1 +1 +1 Divine power +3, wings (good)
5 +3 +1 +1 +1 Divine power +4, natural charisma +4


New Feat:
Blood Will Tell
Your heritage runs strongly through your veins, allowing you to come into your birthright more quickly.
Prerequisites: Character level 1 only.
Benefit: You may now take level in a racial class in excess of one half of you character level.
Normal: Your level in racial classes may not exceed half of your total levels.
 
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You are aware of the fact that you took away the base creature's abilities (in this case extra feat and extra skill points, favored class).

And I'm not sure how this would work. Can I say, start as a half-celestial (base race) and then never look back? That would net me a race far beyond the power level of humans or even dwarves...

---
Comments on your racial class levels:
assuming 5 levels of this class it the maximum available.
5th level rogue/5th level half-celestial compared to a 10th level rogue
Holy Force, Divine Power +4, Immunities, Natural Charisma, Wings, Natural Intelligence, (natural armor)
vs.
+2d6 sneak attack, and 1 special, and one level of uncanny dodge.

I know which is better. This is also a lot better than a half-celestial rogue 7 (using ECL) would have been.
You might consider lowering the skill points per level to 4, bab to 1/2, and spreading the class out over 7 levels, rather than 5.
Just my thoughts. ;)
 

Just read through Savage Species, and have an idea how to addapt this to that standard. Going to use a 4th level human paladin as the base creature, and re-write this with a proper monster class. Got most of it in my head now, and it looks pretty cool :).
 


My Version

(I have redone a ton of Races since SS came out.)

Code:
[color=white]
HALF-CELESTIAL TEMPLATE		(Plane Touched Half-Breed)
Template Adapted to fit Racial Class rules. See p.213 Monster
Manual for the full racial information on the Half-Celestial. 

HALF-CELESTIAL RACIAL TRAITS
•	+2 Intelligence: Also, the base creature must have a 
minimum Intelligence score of 4 and be of a Non-Evil alignment.
•	Speed: As base creature plus a 75% chance to have 
feathered wings (Flight x1Spd, Poor) (see below)
•	Half-Celestial base speed is the same as the base 
creature.
•	Gain the Outsider type and the Good Subtype.
•	Half-Celestials have Low-Light Vision.
•	Automatic Languages: As base creature.
•	Favored Class: Add Paladin and Cleric to base creature
•	(Level Adjustment: +4 / Must be applied to a creature 
with a starting Hit Die)

	RACIAL CLASS GAME RULE INFORMATION 
Half-Celestial have the following game statistics.
The class skills of the Half-Celestial are: Half-Celestials do not gain any class skills.

Class…Hit….Attack
Level…Dice..Bonus..Saves..Skills..Special	
    1	-------- As Base --------   CON+2, CHA+2, Flight (x1 Spd, Average), 
                                  Light, Resistance, Spell-Like Abilities I
    2	--------- As Base --------   STR+2, WIS+2, Flight (x1.5 Spd, Average), 
                                 Natural Armor +1, Spell-Like Abilities II
    3	--------- As Base --------   DEX+2, CON+4, CHA+4, Flight (x1.5 Spd, Good), 
                                 Immunity I, Spell-Like Abilities III
    4	-------- As Base ---------   STR+4, WIS+4, Flight (x2 Spd, Good), 
                                 Immunity II, Spell-Like Abilities IV

CLASS FEATURES: All of the following are class features for the Half-Celestial.
	[b]Weapon and Armor Proficiency:[/b] Half-Celestials do 
not gain proficient with any weapons nor do they gain proficient 
in any armors nor with shields.
	[b]Flight:[/b] If the Half-Celestial has wings, they gain 
the listed flight speed and maneuverability, where the listed flight 
speed modifier is applied to the creature’s base movement speed.
	[b]Immunity I:[/b] Half-Celestials gain immune to 
Disease of all kinds including magical disease such as mummy rot 
and lycanthropy.
	[b]Immunity II:[/b] Half-Celestials gain immunity to all Acid, Cold and Electricity.
	[b]Light (Su):[/b] The Half-Celestial may cast Light at will at a caster level equal to their
character level.
	[b]Resistance:[/b] Half-Celestials gain a +4 racial Fortitude saving throw bonus versus all 
Poisons.
	[b]Spell-Like Abilities I:[/b] If the Half-Celestial has an 
Intelligence or Wisdom score of 8 or higher they gain the 
following spell like abilities at the designated Character level and 
the designated uses per day, using their character level as the 
caster level.  Level 1: Bless (1/day), Protection from Evil (3/day) / 
Level 3: Aid & Detect Evil (1/day each).
	[b]Spell-Like Abilities II:[/b] If the Half-Celestial has an 
Intelligence or Wisdom score of 8 or higher they gain the 
following spell like abilities at the designated Character level and 
the designated uses per day, using their character level as the 
caster level.  Level 5: Cure Serious Wounds & Neutralize Poison 
(1/day each) / Level 7: Holy Smite & Remove Disease (1/day 
each).
	[b]Spell-Like Abilities III:[/b] If the Half-Celestial has an 
Intelligence or Wisdom score of 8 or higher they gain the 
following spell like abilities at the designated Character level and 
the designated uses per day, using their character level as the 
caster level.  Level 9: Dispel Evil (1/day) / Level 11: Holy Word 
(1/day) / Level 13: Holy Aura (3/day) & Hallow (1/day).
	[b]Spell-Like Abilities IV:[/b] If the Half-Celestial has an 
Intelligence or Wisdom score of 8 or higher they gain the 
following spell like abilities at the designated Character level and 
the designated uses per day, using their character level as the 
caster level.  Level 15: Symbol (1/day) / Level 17: Summon 
Monster IX (Celestials Only – 1/day) / Level 19: Resurrection 
(1/day)
[/color]

This keeps the base idea of a "Template" applied to an exisitng creature. IN RP it can be expained that the character started as a normal member of its Race as a Half-Breed (since it gains some racial traits before Level Adjustments are applied). The PC then grows into their heritage over time by taking levels in the Racial Class as they progress in levels.

A side note is that I allow multiclassing back and forth in a case like this so long as the PC's Class Levels do not exceed their Racial Class Levels (until the Racial Class is completed).

Thus at say 4th Character Level, the PC could be a Paladin 2/Half-Celestial 2.
 
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One of the balancing factors of race-as-class (a mechanic I'm not fond of) is that it's impossible to take class levels until the monster class is finished. By removing that limit, you're making lower-level monster classes considerably more potent.

Also, I think Half-Celestials, when statted as player characters, should either have wings or not have wings, and this should be explicitly spelled out in the writeup. I don't know if the ECL in the charts includes wings for either Half-Outsider, but it would be better to make this standard, or present two options-- winged or wingless. The same applies for Half-Dragons and their size restriction, IMO.
 

Korimyr the Rat said:
One of the balancing factors of race-as-class (a mechanic I'm not fond of) is that it's impossible to take class levels until the monster class is finished. By removing that limit, you're making lower-level monster classes considerably more potent.

So you would rather allow a full MM Half-Celestial as a player, rather than let them gain levels of their race over time? And this is less powerful than letting a PC take Race Levels, or a class level for every race level?

Would you rather have at 2nd level a 2nd level characer (Paladin 1/Half-Celstial 1) or a 5th level charater (Paladin 1 and Full Half-Celestial Template)? Which is more powerful?

Also, where is it more powerful to gain Class Levels over Racial levels? Gaining a Level is Gaining a Level - they Savage Species rules are designed to make a Race level roughly equivalent to a Class level. You also cant say gaining a Class Level is more powerful than a Race level objectively. You cant even do that with normal Classes. Gaining a Level of X class might be more powerful than gaining a Level of Y class. Example: Is gianing a level of Wizard and say gaining 1 or 2 mor spells a day more or less powerful than gaining a Level of say Fighter?

(Also, Remember that in my HR they cant have more class levels than Race levels.)

With the case of this particular style of template where no BAB, No Saves, No Skill Points, No HD etc. are gained, you are creating a VERY weak and rather pointless character if you enforce the Template Level Adjustment before being able to take more class levels.

With a Standard 5th Level Character (Half-Celestial ClassX 1) you
have a 5th level PC with (lets use Paladin with no wings):
1d10hp
+1 BAB
+2 Fortitude
2+INTx4 Skills
Detect Evil (@ will) -- Supercedes Racial Ability
Divine Grace: Charisma mod to all saves
Lay on Hands: (Charisma mod)x1 in HP a day
Divine Health
Low-Light Vision
STR+4, DEX+2, CON+4, +2 INT, WIS+4, CHA+2
Light @ will (5th caster level)
+4 racial Fortitude saving throw bonus versus all Poisons
Bless (1/day - 5th caster level)
Protection from Evil (3/day - 5th caster level)
Aid (1/day - 5th caster level)
Natural Armor +1
Cure Serious Wounds (1/day - 5th caster level)
Neutralize Poison (1/day - 5th caster level)
Immune to Disease, Acid, Cold and Electricity

OR If you had at 5th level a Paladin 2 / Half-Celstial 3...
Same except for
Gain +1d10hp
Gain +1 BAB
Gain +1 Fortitude
Gain 2+INT skills
Gian Lay on Hands: (Charisma mod)x2 in HP a day
Lose STR-2 (equivalent of a +1 attack)
Lose WIS-2 (equivalent of a +1 save)
Lose Immune to Acid, Cold and Electricity (MUCH more potent that 1d10hp and x2hp in Lay on hands)

Personally I think its better balanced to ALLOW the Multiclass than not.


Korimyr the Rat said:
Also, I think Half-Celestials, when statted as player characters, should either have wings or not have wings, and this should be explicitly spelled out in the writeup. I don't know if the ECL in the charts includes wings for either Half-Outsider, but it would be better to make this standard, or present two options-- winged or wingless. The same applies for Half-Dragons and their size restriction, IMO.

The Template states their is a 75% chance to have wings, rolled at the initial Racial Traits Stage. If they have wings at 1st level they get Flight at a Speed = Base Land Speed x1 at Manueverability of Poor. It then increases as they go up in level.

No need to have a 2nd template just to explain that your speed and Maneuverabilty increase if you have the wings. If you dont, it says ignore it.

"Speed: As base creature plus a 75% chance to have
feathered wings (Flight x1Spd, Poor)"

"Flight: If the Half-Celestial has wings,..."

Just my thoughts.
 
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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!
 


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