[Template] Lanternal Half-Celestial

Nifft

Penguin Herder
(Half-Celestial) Lanternal

"Lanternal" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more and nonevil alignment (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.

AC: Natural armor improves by +2.

Special Attacks: A lanternal retains all the special attacks of the base creature, and gains supernatural and spell-like abilities, and special attacks (see below).

Special Qualities: A lanternal has all the special qualities of the base creature, plus low-light vision, immunity to disease, electricity resistance 20, and they gain a +2 racial bonus to Fortitude saves against poison.

Saves: Same as the base creature

Abilities: Increase from the base creature as follows: Dex +2, Wis +2, Cha +2.

Skills: A lanternal has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.

Feats: Lanternals have one feat for every four levels or the base creature’s total of feats, whichever is greater.

Climate/Terrain: Same as either the base creature or the celestial
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Always good (any)
Treasure: Same as the base creature
Advancement: Same as the base creature


* Glowing Visage: (Su) The Lanternal's eyes glow with light so strong and pure, it is as though his gaze were a bullseye lantern. (Light in a cone 60' long by 20' wide.) Because his eyes are pure light, it is impossible to meet his gaze, and he becomes immune to all gaze attacks for the duration. This ability can be evoked at will as a standard action, and dismissed at will as a free action.

* Beam Attack: (Su) As a standard action once per 1d4+1 rounds, a Lanternal with an actively Glowing Visage may make a single ranged touch attack at his full attack bonus. The attack does 1d6 points of damage, as a Lantern Archon's would, and has a range of 30'.

* Light (Su): As a free action, a lanternal may evoke Light as a 3rd level Sorcerer at will.

* Spell-Like Abilities (Sp): Lanternals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, as a sorcerer of thier level, according to the table below:
- Protection from Evil: 1/day per HD
- Detect Evil: 1/day per HD
- Aid: 1/day per 2 HD
- Comprehend Languages: 1/day per 3 HD
- Dimension Door: 1/day per 5 HD

-- Nifft
 
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*bump*

Hey, my template isn't getting any love! Doesn't anyone have an opinion they'd like to offer?

Is it flavourful? Crunchy? Minty? Maybe even balanced?

-- Nifft, making himself hungry.
 

I think you should make level adjustments for each divine spell they can cast like a half celestial in the MM, like protect from evil at levels 1-2, bless 3-4 and so on, and since half-celestials in the MM get no dex bonus I think you should change the dex to Str. And it's an interesting idea, I like the name, yet at the same time, it is kind of corny ;>).
Ok I have givin you my opinion, now give me yours on my thread, "Monk prestige class and a feat, looking for comments" (if you don't have an opinion, just write something so it refreshes
 

Umm...

How does there get to be a half-lantern archon?

Why is the half-breed so much better (in terms of magic abilities) than the original?

It might be nice to see some background to the template, to get an idea of what it's supposed to capture.
 

Kwalish Kid said:
How does there get to be a half-lantern archon?

Magic, including Divine Intervention during the first trimester, or a 5-level PrC with low entry requirements.

Why is the half-breed so much better (in terms of magic abilities) than the original?

Because it's so much worse in terms of ability score bonus. I'm going to try to make half-Celestials for many different kinds of Celestials, and this is the weakest of the bunch.

It might be nice to see some background to the template, to get an idea of what it's supposed to capture.

Okay. As I said, it's meant to be the first of a series. It's intended to be CR+1. More powerful Celestials will have more powerful half-Celestial templates, with a higher CR modifier.

Here's a table for Spell-Like-Abilities-by-HD, for those who prefer that mechanic. Note that these are cumulative:

1 HD: Prot. Evil 1/day, Detect Evil 1/day
2 HD: Prot. Evil +1/day, Detect Evil +1/day, Bless 1/day
3 HD: Prot. Evil +1/day, Bless +1/day, Detect Evil +1/day, Aid 1/day
4 HD: Prot. Evil +1/day, Bless +1/day, Aid +1/day
5 HD: Prot. Evil +1/day, Aid 1/day, Neutralize Poison 1/day
6 HD: Cure Serious Wounds 1/day


Did I answer your questions?

-- Nifft
 

No, you misunderstand me. This half-celestial is waaaaay better than a lantern archon in terms of celestial abilities. I can understand the powers of the half-celestial in the MM if the parent is one of the higher-powered celestials. If the parent was a hound archon, that would be stretching it. (Though I do wonder why there aren't more half-celestial dogs...)
 

Here's what the SRD has to say about Lantern Archons:

Celestials

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon’s aura for one day.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)

Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.

Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.

All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Lantern Archons

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet.

Spell-Like Abilities: At will: aid, detect evil, and continual flame. These abilities are as the spells cast by a 3rd-level sorcerer.

Celestial Qualities: Aura of menace (save DC 11), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

I thought that giving Prot. from Evil was a reduced Magic Circle vs. Evil, giving Light at will was more balanced than Continual Flame even once per day. Detect Evil at will is IMHO over powered, and teleporting at will would be just plain silly.

I suppose I could change Bless, Neutralize Poison, and Cure Serious Wounds to energy resistance vs. Electricity and maybe a Teleport 1/day per 9 HD. Comprehend Languages 1/day per 4 HD might make up for Tongues.

Alright, I'll make some changes to the template above.

-- Nifft
 
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Some interesting changes. I'd recommend lowering that teleport to a dimension door, and grant it sooner. Lowering the number of times/day for all the abilities to one standard when they are granted couldn't hurt either, though it is an interesting option.

Myself, I think that these 1/2 races should have their own prestige class like the Dragon Disciple if they are going to have some kind of level advancement.
 

Good idea about the Dimension Door. As to PrCs, I'm going to make the weaker 1/2 celestials into 5-level PrCs, while the major ones (1/2 Deva, etc.) will become 10-level PrCs.

-- Nifft
 

Nifft said:
Good idea about the Dimension Door. As to PrCs, I'm going to make the weaker 1/2 celestials into 5-level PrCs, while the major ones (1/2 Deva, etc.) will become 10-level PrCs.

-- Nifft

All of which you will be posting here I hope. Be sure to give the link(s) in this thread in case we miss them hanging around.
 

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