Celestial Disciple [Archive] - Wizards Community

Post/Author/DateTimePost
tonkounakaki

10-22-03, 06:27 PM
CELESTIAL DISCIPLE
From time to time the lofty Celestials happen uppon a comely maiden of pure heart, and they bless her with a babe with a heart to match theirs, and hers. To spare the child hardship, and the attention of their enemies, they mask the child’s true heritage, making it seem as a normal member of it’s mother’s race. This does not stop the child’s mind for yearning for the white clouds, and serene light of the celestial realms. Their dreams are often filled with visions and images of their home realm. They yearn to fly like a bird, and often times even at a young age develop a firm sense of right, and wrong. As these children grow, they are often drawn to the pursuit of following a god, goddesses, or cause. They often worship those dieties or ideals associated with protection, healing, the sun, light, and goodness. Over time, as their connection with the divine grows, they can start to tap into the power that their rightful heritage holds, so as to help and protect others.

Hit Dice: d8

Requirements
To qualify to become a Celestial Disciple (CeD), a character must fulfill all the following criteria.
Race: Any non-celstial
Alignment: Good (any)
Skills: Knowledge (religion) 8 ranks
Spell Casting: Able to cast Divine Spells
Language: Celestial
Special: Must have Celestial Ancestory (DMs aproval needed)

Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). See chapter 4: Skills in the Player’s Handbook for all skill descriptions
Skill points each level: 2 + Int modifier

Table 1: The Celestial Disciple
BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Daylight, Ability Boost Wis +2
2. +1 +3 +0 +3 Darkvision, Ability Boost Con +2
3. +2 +3 +1 +3 True Heart, Ability Boost Cha +2
4. +3 +4 +1 +4 Faith Shield, Ability Boost Str +2
5. +3 +4 +1 +4 Divine Health, Ability Boost Int +2
6. +4 +5 +2 +5 Smite Evil, Vestigial Wings, Ability Boost Dex +2
7. +5 +5 +2 +5 Faith Shield, Ability Boost Wis +2
8. +6 +6 +2 +6 Holy Defense, Ability Boost Con +2
9. +6 +6 +3 +6 Pure Soul, Ability Boost Cha +2
10.+7 +7 +3 +7 Full Wings, Celestial Apothesis, Ability Boost Str +2

Table 2: Celestial Abilities
1. Protection from Evil 3/day, Bless
2. Aid, Detect Evil
3. Cure Serious Wounds, Neutralize Poison
4. Holy Smite, Remove Disease
5. Dispel Evil
6. Holy Word
7. Holy Aura 3/day, Hallow
8. Mass Charm Monster
9. Summon Monster IX (Celestials Only)
10. Resurrection

CLASS FEATURES

Weapon and Armor Proficiency: Celestial Disciples gain no proficiency with weapons or armor.

Spells per Day: At Lv 2, and every other Celestial Disciple level, the character gains new spells a day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, hit points beyond the ones he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Celestial Disciple, he must decide which class he adds the new level of spells per day.

Daylight (Sp): Celestial Disciples can use a daylight effect (as the spell) at will. Caster level equals the character’s level.

Ability Boost (Ex): As a Celestial Disciple gains levels in this prestige class, his ability scores increase as noted on Table 1: The Celestial Disciple. These increases stack and are gained as if through level advancement.

Celestial Abilities (Sp): A Celestial Disciple with a Wisdom score of 8 or higher has access to various spell-like abilities, depending on how many levels it has attained of Celestial Disciple, as indicated on Table 2: Celestial Abilities above. The abilities are cumulative, and unless otherwise noted, usable once per day. Caster level equals the character’s level, and the save DC is Charisma-based.

Darkvision (Su): At 2nd level, the Celestial Disciple gains darkvision with a range of 60 ft.

True Heart (Ex): At 3rd level, a Celestial Disciple gains Damage Reduction of 5/Magic.

Faith Shield (Ex): At 4th level the Celestial Disciple gains Spell Resistance equal to the character’s total class level +5.

Divine Health (Ex): At 5th level, a Celestial Disciple gains immunity to all diseases, including supernatural and magical diseases.

Smite Evil (Su): At 6th level, once per day a Celestial Disciple can make a normal melee attack to deal extra damage equal to its character level (maximum of +20) against an evil foe.

Vestigial Wings (Ex): At 6th level, a Celestial Disciple grows a set of feathered wings, which are still weak, and unable to be used fully. He may now fly at a speed equal to his normal land speed, with only average maneuverability.

Faith Shield (Su): At 7th level, the Celestial Disciple gains a resistance of 10 to Ice, Lightning, and Acid energy.

Holy Defence (Ex): At 8th level a Celestial Disciple’s Damage Reduction increases to 10/Magic.

Pure Soul (Ex) : At at 9th level, a Celestial Disciple’s Spell Resistance now equals their class level +10.

Full Wings (Ex): At 10th level the Celestial Disciple’s wings grow in size, finally fully grown. He may now fly at twice his normal land speed, with good manuverability.

Celestial Apotheosis: At 10th level, The Celstial Disciple assumes the full Half-Celstial template. This grants him a +4 bonus to Fortitude saves against poison, a +1 bonus to his natural armor class, his natural weapons are considered magic weapons for the purposes of bypassing damage reduction, and the character’s type changes to Outsider.
tonkounakaki

10-23-03, 01:48 PM
:bump:
I'm wondering if people consider this balanced?
tonkounakaki

10-25-03, 09:57 AM
One last :bump: to see if anyone cares to share their opinion on the class.
Getarnal_the_Drow

10-25-03, 02:21 PM
Nice Prestige class. All you need now is to create it's opposite version. The Fiendish Diciple.

I think that the Darkvision should add onto any existing Darkvision so that a dwarf Celestial Disciple would have an increased range over a human CeD.
detectevil

10-25-03, 02:46 PM
I don't think it is balanced at all. If I understand correctly, the PrC Transforms the base creature into a real Celestial, not only a Half-Celestial, without level adjustment. In fact, he gains a full BAB and a d8 for hit dice. It is not balanced.
tonkounakaki

10-25-03, 03:52 PM
Originally posted by detectevil
I don't think it is balanced at all. If I understand correctly, the PrC Transforms the base creature into a real Celestial, not only a Half-Celestial, without level adjustment. In fact, he gains a full BAB and a d8 for hit dice. It is not balanced.

nooo, the Prestige class, over a total of 10 levels, gives a template which otherwise has an ECL of +4. There are no additions to this PrC over the template. You also don't gain a full BAB progression, which would be like a fighter, but a 3/4 progression, like a cleric/druid/rogue. The d8 is the hit die of clerics, and celestials alike, so I thought it was acceptable, and the class skill list is exactlly like the cleric one.

Think, you could be using these 10 levels to progress in another prestige class. So we've got 10 levels, to give you something that 4 ECLs could have. Balanced out by a partial BAB progression, and an average HD, with low skill points. For a Cleric to take this class, means he looses out on 5 Caster levels. That's harsh. Paladins loose out on HD, BAB, and Paladin Special Abilities. I'd say it's perfectlly balanced.

And why would you think that they transform into a real Celestial? I see nothing to indicate this would be the case :confused:
tonkounakaki

10-25-03, 03:54 PM
Originally posted by Getarnal_the_Drow
Nice Prestige class. All you need now is to create it's opposite version. The Fiendish Diciple.

Already working on it ;)

Originally posted by Getarnal_the_Drow
I think that the Darkvision should add onto any existing Darkvision so that a dwarf Celestial Disciple would have an increased range over a human CeD.
Well, if you take the Half-Celestial template, and add it do a Dwarf, they've still only got a Darkvision range of 60ft, not 120 ft. I wanted it to be exactlly the same as the Half-Celestial Template
detectevil

10-25-03, 04:30 PM
A Half Celestial has ECL +4. And he doen't get Damage reduction, spell resistance, divine health or smite evil. Those are celestial abilities.

Look into the Savage Species to get an example on how a prestige class like this might work.
tonkounakaki

10-25-03, 05:00 PM
From the SRD:
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 nonevil 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.

HD
Abilities

1-2
Protection from evil 3/day, bless

3-4
Aid, detect evil

5-6
Cure serious wounds, neutralize poison

7-8
Holy smite, remove disease

9-10
Dispel evil

11-12
Holy word

13-14
Holy aura 3/day, hallow

15-16
Mass charm monster

17-18
Summon monster IX (celestials only)

19-20
Resurrection


Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.
-Darkvision out to 60 feet.
-Immunity to disease.
-Resistance to acid 10, cold 10, and electricity 10.
-Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
-A half-celestial's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
-Spell resistance equal to creature's HD + 10 (maximum 35).
- +4 racial bonus on Fortitude saves against poison.
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) + (HD +3). Do not include Hit Dice from class levels in this calculation¡Xthe 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.
------
I've bolded the relevant portions
So you are incorrect. A Half Celestial does indeed have Immunity to Disease, DR, SR, and Smite Evil.
Please try to read the rules before posting about them.
Kenkai

10-26-03, 03:24 PM
lol.

yeah its as balanced as dragon desciples are ;)
detectevil

10-26-03, 08:03 PM
:OMG!HOLY S#*T!!! And they allow people to play with that?
tonkounakaki

10-28-03, 06:51 PM
Trust me, it's NOT overpowered. I may be at first glace, but it is a +4 ECL, which is pretty hefty. My PrC makes it balanced I feel, neither a full BAB, or a Full caster progression. Simply the abilities you could gain with +4 ECL, stretched out over 10 levels.
Nifft

10-28-03, 07:07 PM
Check out my version of specific Celestial Disciples:

http://klimt.cns.nyu.edu/~fishman/DnD/templates.shtml

-- N