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Race as Class II: Half-Celestial
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<blockquote data-quote="Morgenstern" data-source="post: 751490" data-attributes="member: 5485"><p><em>Creating a monster class</em></p><p>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.</p><p></p><p><em>Integrating base creature and template.</em></p><p>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).</p><p></p><p><em>Integrating race</em></p><p>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.</p><p></p><p><em>Adjusting class bonuses</em></p><p>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.</p><p></p><p><em>Divvying up class abilities</em></p><p>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.</p><p></p><p><em>Advancement </em></p><p>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).</p><p></p><p><em>Conclusion</em></p><p>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).</p><p></p><p><strong>Heavenly Marshal</strong></p><p></p><p><strong>Race Modifiers</strong></p><p>+2 Charisma.</p><p>Medium sized native outsider (good). </p><p>Speed: 30 ft.</p><p>+4 racial bonus to saves vs. poison.</p><p>Immune to disease, including magical diseases such as mummy rot.</p><p>Lowlight Vision.</p><p>May cast light at will as a supernatural power.</p><p>Favored Class: Heavenly marshal. This character must gain 8 levels as a heavenly marshal before gaining levels in any other class.</p><p></p><p><strong>Heavenly Marshal (Racial Class)</strong></p><p></p><p><strong>Hit points:</strong> d10 + Constitution modifier on odd numbered levels (see table)</p><p><strong>Class Skills (and key ability):</strong> Concentration (Con), Craft (int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).</p><p></p><p><em>Starting skill points:</em> (8 + Int mod) x4</p><p><em>Additional skill points per level:</em> 8 + Intelligence modifier on odd numbered levels, 2 points per level on even numbered levels (see table)</p><p></p><p> <strong>Feat:</strong> the heavenly marshal gains HD-based feats at levels 1, 4, and 7.</p><p> <strong>Abilites:</strong> the heavenly marshal steadily gains ability bonuses until acquiring all benefits associate with the Half-celestial template.</p><p> <strong>Weapons and Armor Proficiency:</strong> Heavenly marshals are proficient with al simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.</p><p> <strong>Divine Grace:</strong> A heavenly marshal applies his Charisma modifier (if positive) as a bonus to all saving throws.</p><p> <strong>Holy Force:</strong> 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. <ul> <li data-xf-list-type="ul"><br /> 1st – <em>Detect evil</em> at will<br /> 2nd – <em>Protection from evil</em> 3/day<br /> 3rd – <em>Bless</em> 1/day<br /> 4th – <em>Aid</em> 1/day<br /> 5th – <em>Neutralize poison</em> 1/day<br /> 6th – <em>Cure serious wounds</em> 1/day<br /> 7th – <em>Remove disease</em> 1/day<br /> 8th – <em>Holy smite</em> 1/day<br /> 9th – <em>Dispel evil</em> 1/day<br /> 11th – <em>Holy word</em> 1/day<br /> 13th – <em>Holy Aura</em> 1/day<br /> 14th – <em>Hallow</em> 1/day<br /> 15th – <em>Symbol</em> 1/day<br /> 16th – <em>Holy Aura</em> 2/day<br /> 17th – <em>Summon Monster IX</em> (celestials only) 1/day<br /> 18th – <em>Holy Aura</em> 3/day<br /> 19th – <em>Resurrection</em> 1/day</li> </ul><p> <strong>Lay on Hands:</strong> 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.</p><p> <strong>Wings:</strong> At 2nd level, the heavenly marshal sprouts feathered (angelic) wings, granting him a new movement rate of Fly 30 ft. (clumsy).</p><p> At 4th level, the heavenly marshals flying skills continue to improve, granting a movement of Fly 40 ft (poor).</p><p> At 6th level, the character’s flying movement improves to Fly 50 ft (average).</p><p> Finally, at 8th level, the heavenly marshal masters the use of his wings, gaining a movement rate of Fly 60 ft (good).</p><p> <strong>Aura of Courage:</strong> 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.</p><p> <strong>Immunities:</strong> 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.</p><p> <strong>Smite Evil:</strong> Beginning at 5th level, the heavenly marshal may smite once per day as a paladin.</p><p> <strong>Turn Undead:</strong> 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.</p><p> <strong>Natural Armor:</strong> At 6th level the half-celestial’s body resists physical harm, granting a natural armor bonus of +1.</p><p> <strong>Code of Conduct:</strong> As Paladin.</p><p></p><p></p><p><strong>Lvl HD BAB Fort Ref Will Skills</strong></p><p> 1 1d10 +0 +2 +0 +0 (8 + Int) x4</p><p> 2 1d10 +1 +2 +0 +0 </p><p> 3 2d10 +1 +3 +0 +0 8 + Int</p><p> 4 2d10 +2 +3 +0 +0 </p><p> 5 3d10 +2 +3 +1 +1 8 + Int</p><p> 6 3d10 +3 +3 +1 +1 </p><p> 7 4d10 +3 +4 +1 +1 8 + Int</p><p> 8 4d10 +4 +4 +1 +1 </p><p></p><p><strong>Class Abilities</strong></p><p>1 Feat, Wisdom +2, Divine Grace, Holy force</p><p>2 Intelligence +2, Lay on Hands, Wings (Fly 30 ft (clumsy))</p><p>3 Strength +2, Aura of Courage, 1/2 damage from acid, cold, and electricity</p><p>4 Feat, Constitution +2, Wings (Fly 40 ft (poor))</p><p>5 Wisdom +2, Smite Evil, Turn Undead</p><p>6 Charisma +2, Natural Armor +1, Wings (Fly 50 ft (average))</p><p>7 Feat, Strength +2, Immune (acid, cold, and electricity)</p><p>8 Constitution +2, Dexterity +2, Wings (Fly 60 ft (good))</p><p></p><p>Comments welcome!</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 751490, member: 5485"] [i]Creating a monster class[/i] 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. [i]Integrating base creature and template.[/i] 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). [i]Integrating race[/i] 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. [i]Adjusting class bonuses[/i] 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. [i]Divvying up class abilities[/i] 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. [i]Advancement [/i] 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). [i]Conclusion[/i] 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). [b]Heavenly Marshal[/b] [b]Race Modifiers[/b] +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. [b]Heavenly Marshal (Racial Class)[/b] [b]Hit points:[/b] d10 + Constitution modifier on odd numbered levels (see table) [b]Class Skills (and key ability):[/b] Concentration (Con), Craft (int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex). [i]Starting skill points:[/i] (8 + Int mod) x4 [i]Additional skill points per level:[/i] 8 + Intelligence modifier on odd numbered levels, 2 points per level on even numbered levels (see table) [b]Feat:[/b] the heavenly marshal gains HD-based feats at levels 1, 4, and 7. [b]Abilites:[/b] the heavenly marshal steadily gains ability bonuses until acquiring all benefits associate with the Half-celestial template. [b]Weapons and Armor Proficiency:[/b] Heavenly marshals are proficient with al simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. [b]Divine Grace:[/b] A heavenly marshal applies his Charisma modifier (if positive) as a bonus to all saving throws. [b]Holy Force:[/b] 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.[list] 1st – [i]Detect evil[/i] at will 2nd – [i]Protection from evil[/i] 3/day 3rd – [i]Bless[/i] 1/day 4th – [i]Aid[/i] 1/day 5th – [i]Neutralize poison[/i] 1/day 6th – [i]Cure serious wounds[/i] 1/day 7th – [i]Remove disease[/i] 1/day 8th – [i]Holy smite[/i] 1/day 9th – [i]Dispel evil[/i] 1/day 11th – [i]Holy word[/i] 1/day 13th – [i]Holy Aura[/i] 1/day 14th – [i]Hallow[/i] 1/day 15th – [i]Symbol[/i] 1/day 16th – [i]Holy Aura[/i] 2/day 17th – [i]Summon Monster IX[/i] (celestials only) 1/day 18th – [i]Holy Aura[/i] 3/day 19th – [i]Resurrection[/i] 1/day[/list] [b]Lay on Hands:[/b] 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. [b]Wings:[/b] 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). [b]Aura of Courage:[/b] 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. [b]Immunities:[/b] 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. [b]Smite Evil:[/b] Beginning at 5th level, the heavenly marshal may smite once per day as a paladin. [b]Turn Undead:[/b] 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. [b]Natural Armor:[/b] At 6th level the half-celestial’s body resists physical harm, granting a natural armor bonus of +1. [b]Code of Conduct:[/b] As Paladin. [b]Lvl HD BAB Fort Ref Will Skills[/b] 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 [b]Class Abilities[/b] 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! [/QUOTE]
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