Half Celestial

"Half-Celestial" is an inherited or acquired template that can be applied to a living, corporeal creature with an Int score of 4 or more. A half-celestial uses all the base creature's statistics and special abilities except as noted here.

Physical Description:





Half Celestial Racial Traits

CR+2 Outsider (Native)

+4 to three scores and +2 to the remaining three scores: Half-Celestials are the offspring of celestials. Raw sacred power flows within their veins granting them power beyond that of the average mortal.

  • Size: Half-Celestials retain the size of the base creature.
  • Speed: Half-Celestials retain the base speed of the base creature.
  • Languages: Half-Celestials begin play speaking the languages of the base creature. They may select Celestial as a bonus language.
  • Outsider: Half-Celestials gain the following traits associated with being an Outsider (native).
    • Darkvision 60'
    • Type changes to Outsider (native), other subtypes from the base race and other sources are retained.
    • eat, breathe, and sleep
  • Natural Armor: Half-Celestials improve their natural armor by +1 (or gain +1 natural armor if the base creature does not possess it).
  • Celestial Resilience: Half-Celestials are immune to disease and gain a +4 sacred bonus on saving throws made against poisons.
  • Celestial Resistance: Half-Celestials have acid, cold, electricity, and fire resistance 5.
  • Spell Resistance: Half-Celestials gain spell resistance equal to 11 + their CR.
  • Sacred Might: Half-Celestials gain a primary natural slam attack (1d4 + 1-1/2 Strength). This damage is increased on a charge attack (2d4 + 2x Strength). A successful attack made against an evil aligned target grants the half-celestial a free bull rush attempt. If successful, this bull rush only pushes the target back 5ft, or 10ft if the target is an evil outsider. Small sized half-celestials deal 1d3 damage with their slam attack instead.
  • Celestial Trait: Half-Celestial gain one of the following abilities when the template is added to the base creature. Once selected, this may not be changed.
    • Celestial Magic (Sp): The Half-Celestial gains the following spell-like abilities: constant — detect evil, at will — Light, 3/day — Bless, and 1/day — Protection from Evil. The caster level for these spell-like abilities is equal to the user's character level, the DC's are charisma based.
    • Celestial Glide (Ex): The Half-Celestial gains a +4 racial bonus on Fly skill checks and take no damage from falling. While in midair, half-celestial can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of up to twice their base land speed per round. It cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
      • At character level 7th, the half-celestial loses the Celestial Glide ability and instead gains Celestial Flight (Ex). Celestial Flight (Ex): The half-celestial gains a +4 racial bonus on Fly skill checks and gains a fly speed equal to twice the base creature's base speed with good maneuverability.
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