Half-Celestial Level Adjustments
Base Creature HD LA
1-2 +2
3-4 +3
5+ +4
5 racial HD = +4 LA
quote:
The Half-celestial template class can only be taken by a corporeal living creature.
1st Wis +2, Cha +2, natural armor +1, darkvision 60 ft., outsider type,
spell-like abilities
2nd Str +2, Con +2, poison resistance, resistances (acid 5, cold 5,
electricity 5), spell resistance (lesser), daylight
3rd Dex +2, Wis +2, Int +2, damage reduction, smite evil, wings
4th Str +2, Con +2, Cha +2, resistances (acid 10, cold 10, electricity 10),
spell resistance (greater), wings
Half-Celestial Template Class Features
All of the following are class features of the half-celestial template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.
Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.
Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).
Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection
The character gains each spell-like ability as soon as she meets the qualifications for it. Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.
Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity. At 4th level, each of these resistances increases to 10.
Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 4th level, her spell resistance increases to her character level +10 (maximum 35).
Damage Reduction (Su): A 3rd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.
Daylight (Su): At 2nd level, a half-celestial can use a Daylight effect (as the spell) once per day. At 4th level, Daylight can be used at will.
Smite Evil (Su): Once per day, a half-celestial of at least 3rd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
Wings (Ex): At 3rd level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability. At 4th level, her speed increases to double her base land speed with good maneuverability. Note: If you already have a fly speed, use that instead.
3-4 racial HD = LA +3
quote:
The Half-celestial template class can only be taken by a corporeal living creature.
1st Wis +2, Cha +2, Con +2, natural armor +1, darkvision 60 ft., outsider
type, spell-like abilities
2nd Str +2, Con +2, Int +2, poison resistance, resistances (acid 5, cold 5,
electricity 5), spell resistance (lesser), daylight 1/day, wings
3rd Dex +2, Con +2, Wis +2, Cha +2 damage reduction, smite evil, wings
resistances (acid 10, cold 10, electricity 10), spell resistance (greater)
Half-Celestial Template Class Features
All of the following are class features of the half-celestial template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.
Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.
Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).
Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection
The character gains each spell-like ability as soon as she meets the qualifications for it. Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.
Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity. At 3rd level, each of these resistances increases to 10.
Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 3rd level, her spell resistance increases to her character level +10 (maximum 35).
Damage Reduction (Su): A 2nd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.
Daylight (Su): At 2nd level, a half-celestial can use a Daylight effect (as the spell) once per day. At 3rd level, Daylight can be used at will.
Smite Evil (Su): Once per day, a half-celestial of at least 3rd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
Wings (Ex): At 2nd level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability. At 3rd level, her speed increases to double her base land speed with good maneuverability. Note: If you already have a fly speed, use that instead.
1-2 HD = +2 LA
quote:
The Half-celestial template class can only be taken by a corporeal living creature.
1st Wis +2, Cha +2, Str +2, Con +2, Int +2, natural armor +1, darkvision 60 ft., outsider type, spell-like abilities, poison resistance, resistances (acid 5, cold 5, electricity 5), spell resistance (lesser), daylight 1/day
2nd Dex +2, Wis +2, Str +2, Con +2, Cha +2, damage reduction, smite evil, resistances (acid 10, cold 10, electricity 10),spell resistance (greater), wings
Daylight at will
Half-Celestial Template Class Features
All of the following are class features of the half-celestial template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.
Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.
Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).
Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection
The character gains each spell-like ability as soon as she meets the qualifications for it. Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.
Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity. At 4th level, each of these resistances increases to 10.
Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 4th level, her spell resistance increases to her character level +10 (maximum 35).
Damage Reduction (Su): A 2nd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.
Daylight (Su): At 1st level, a half-celestial can use a Daylight effect (as the spell) once per day. At 2nd level, Daylight can be used at will.
Smite Evil (Su): Once per day, a half-celestial of at least 2nd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
Wings (Ex): At 1st level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability. At 2nd level, her speed increases to double her base land speed with good maneuverability. Note: If you already have a fly speed, use that instead.