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| RAGNAROKISCOMING200701-03-08, 02:43 PM | Half–Celestial Template A celestial’s magical nature allows it to breed with almost any creature. These unions result in powerful warriors of good. “Half – Celestial” is an acquired template that can be added to any living, corporeal creature with an Int score of at least 3 or higher and non-evil alignment (referred to hereafter as the base creature). Size/Type – Base creature’s type is changed to Outsider (Augmented , native). Do not recalculate HD, saves, and attack bonus. [B]HD - All current HD become d8s. AC - Half- Celestials gain a bonus to their AC depending on their rank. See rank chart below. Attack – A Half – Celestial has a touch attack it can use once per round with its off-hand. Base creature also retains any other natural attack it had. Full Attack – A Half-Celestial can use a weapon and touch (provided that it has at least one free hand). Damage – Touch attack deals 2d6 (plus 1d6 points of divine damage per rank after Holy One) plus its Cha-bonus. Against evil creatures it deals 2d8 (plus 1d8 points of divine damage per rank after Holy One) plus its Cha-bonus. A Half – Celestial may also choose one weapon (natural or manufactured), dealing an extra 1d6 per rank points of divine damage with that weapon. Against evil creatures, it deals 1d8 per rank points of divine damage with that weapon. Once it chooses its weapon, it cannot change it. Special Attacks – A Half – Celestial retains all the special attacks of the base creature and gains the following: Daylight (Su): can produce a daylight effect at will. Smite Evil (Su): can smite evil a number of times equal to 3 times its rank plus its Con bonus per day. They deal extra damage equal to their HD (+20 max). Spell-Like Abilities: CL equal to its HD Holy One 3/day – aid, bless, consecrate, cure moderate wounds, detect evil, detect magic, dispel evil, dispel magic, holy aura, holy smite, neutralize poison, protection from evil, remove disease, see invisibility 1/day – hallow, holy word, mass charm monster Ascended One Constant –detect evil, detect magic, see invisibility At will – aid, bless, consecrate, cure moderate wounds, dispel evil, dispel magic, holy aura, holy smite, neutralize poison, protection from evil, remove disease 3/day – hallow, holy word, magic circle against evil, mass charm monster, mass cure moderate wounds, remove blindness/deafness 1/day – cure critical wounds, resurrection, summon monster IX (celestials only) Celestial Incarnate Constant –detect evil, detect magic, see invisibility, true seeing At will – aid, bless, consecrate, cure moderate wounds, dispel evil, dispel magic, hallow, holy word, holy aura, holy smite, magic circle against evil, mass charm monster, mass charm monster, neutralize poison, protection from evil, remove blindness/deafness, remove disease 3/day – cure critical wounds, heal, remove curse, restoration, resurrection, summon monster IX (celestials only) 1/day – cure critical wounds (mass), true resurrection Celestial Champion Constant –detect evil, detect magic, see invisibility, true seeing At will – aid, bless, consecrate, cure moderate wounds, dispel evil, dispel magic, hallow, holy word, holy aura, holy smite, magic circle against evil, mass charm monster, mass charm monster, neutralize poison, protection from evil, remove blindness/deafness, remove disease 6/day – cure critical wounds, heal, remove curse, restoration, resurrection, summon monster IX (celestials only) 3/day – cure critical wounds (mass), true resurrection 1/day – miracle Special Qualities – A Half – Celestial retains all the special qualities of the base creature and gains the following: Damage Reduction: see rank chart below. Immunities – Holy One – disease; Ascended One and Celestial Incarnate – gain immunity to disease, cold, electricity, and polymorphing; Celestial Champions – gain immunity to disease, cold, electricity, mind affecting effects, and polymorphing. SR - Holy One = HD + 10; Ascended One = HD + 11; Celestial Incarnate = HD + 12; Celestial Champion = HD + 13 A Half – Celestial also gains the following special qualities: Darkvision 60 ft, Energy Resistance to acid 10, fire 10, sonic 10 (+5 per rank), and +4 bonus on Fortitude saves against poison. Abilities – see rank chart below Skills – same as base creature CR - +4 with an additional +1 per rank Alignment – Any Good Advancement – By character class (for each 10 levels it has, the base creature moves up by 1 rank, becoming a Celestial Champion at level 40.) Rank Chart Holy One – Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4; DR 10/evil; +4 natural armor bonus to AC; 3 Salient abilities. Ascended One - Str +6, Dex +4, Con +6, Int +4, Wis +6, Cha +6; DR 15/evil and magic; +3 sacred and +4 natural armor bonus to AC; 4 Salient abilities Celestial Incarnate - Str +8, Dex +6, Con +8, Int +6, Wis +8, Cha +8, DR 20/evil and epic; 7 sacred, +4 natural armor bonus to, and + deflection bonus (equal to ½ Cha) to AC; 5 Salient abilities Celestial Champion - Str +10, Dex +8, Con +10, Int +8, Wis +10, Cha +10; DR 25/evil and epic; +10 sacred, +4 natural armor bonus + deflection bonus (equal to Cha) to AC; 7 Salient abilities Note: The bonuses a half-celestial gains, per rank, do not stack. Salient Divine Abilities Abode of the Holy (Su): A Half-Celestial is near invulnerable while in their lair. Prerequisites: Celestial Incarnate Rank Benefit: The Half-Celestial gains a +10 sacred bonus while in their chosen lair. The lair is also considered consecrated. Chain Smite (Su): Prerequisites: Ascended One rank, Cha 20+, Smite Evil (salient ability) Benefit: Whenever a half-celestial smites evil, bolts of divine power erupt from the targeted creature and strikes up to 3 plus 1 per rank additional target within 30 ft. plus 10 ft. per rank. The bolts deal 1d8 + 1d8 per ranks points of divine damage against evil creatures. Against evil outsiders or evil undead, the bolts deal 1d10 + 1d10 per ranks points of divine damage. Reflex save DC (10 + ½ half-celestial’s HD + Cha bonus) halves damage. Divine Grace (Su): Prerequisites: none Benefit: The Half-Celestial applies their Cha bonus to their saves. Fast Healing (Su): Prerequisites: none Benefit: The Half-Celestial gains fast healing equal to 8 times its rank. Holy Bolt (Su): Prerequisites: Ascended One, Cha 25+, Smite Evil Benefit: As a standard action, the half-celestial can shoot forth a 100 ft. plus 25 ft per rank line bolt of divine energy. It deals 3d6 plus 3d6 per rank points of damage against evil creatures. Against evil outsiders and evil undead, it deals 3d8 plus 3d8 per rank points of damage. Smite Evil (greater) (Su): Prerequisites: Holy One rank, Cha 20+ Benefit: The number of times a half-celestial can smite per day stacks with any other number gained from classes, such as the paladin. They can also use their Cha bonus and add it to their attack bonus. Need more salient abilities. Got ideas? Post them. |
| zacnn01-04-08, 05:50 PM | Cool dude. |