SRD:Half-Celestial

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HALF-CELESTIAL

No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.

CREATING A HALF-CELESTIAL

“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and non-evil alignment (referred to hereafter as the base creature).

A half-celestial uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.

Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.

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.

HDAbilities
1–2Protection from evil 3/day, bless
3–4Aid, detect evil
5–6Cure serious wounds, neutralize poison
7–8Holy smite, remove disease
9–10Dispel evil
11–12Holy word
13–14Holy aura 3/day, hallow
15–16mass charm monster
17–18Summon monster IX (celestials only)
19–20Resurrection

Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always good (any).

Level Adjustment: Same as base creature +4.



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gollark: I'm sure the new ones will be better, as there are no general structural problems.
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gollark: FEAR low-cost biotechnology.
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gollark: We could probably manage decently high populations without removing vast quantities of environment with better management and application of existing technology, but nobody is doing this.
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