Celestial CreaturePre-Requisites-Must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.
-Nonevil alignment
Hit Die: d8
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Celestial Body, Sacred Skin, Smite Evil, Celestial Challenge |
2nd | +2 | +3 | +3 | +0 | Celestial Mark, Celestial Challenge |
Class Skills: (4+Int. Mod). The Celestial Creature's class skills are Apraise, Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiencies: A Celestial Creature doesn't gain any new proficiencies.
Class FeaturesCelestial Body: If the Celestial creature was an animal or vermin, its type changes to magic beast. Otherwise it remains the same. Either way don't recalculate anything. Any natural weapons of the Celestial Creature now counts as magic for bypassing DR and hiting incorporeal creatures.
The Celestial creature also gains Darkvision 60 feet and develops a more regal and beautiful aspect than normal, granting it a +2 bonus on Diplomacy checks.
Sacred Skin: The Celestial Creature gains SR equal to 11+HD and DR/magic equal to ½ HD. It may lower or rise its SR at any time even if it isn't its turn. If it already had DR/magic, they both stack. If it had DR of another kind, it now demands magic to bypass. If it already demanded magic to bypass, then increase it by 2.
In addition, the Celestial Creature also gains resistance to Acid, Cold and Electricity equal to 1/2 HD, stacking with any already existing resistance of the same kind.
Smite Evil: Once per hour the Celestial creature can declare one of its normal melee attacks to be a Smite Evil. If that attack hits an evil creature it deals extra damage equal to the Celestial creature's HD.
Celestial Challenge: A Celestial creature is particularly mercyful and playful in battle, the good inside it unlocking even unnatural powers. It learns Last Resort or Sacrifice plus one of the following abilities that it may use as an immediate action. After being used it must wait 2 turns before being able to use it again, but can use other option while waiting. Whenever the Celestial creature gains a level it may trade one of the abilities (other than Last Resort or Sacrifice) for another. If the 2nd Celestial Creature level is taken it learns another two abilities of the following list. They all count as Ex abilities.
After you-Your next attack deals +50% damage (if any, does not stack with other damage multipliers, cannot score a critical) and DC increases by 2 (if any) if the target had damaged one of your allies on the previous round.
Assist-Choose an ally you can detect. For 1 round they can use one of your available natural weapons, spells, SLA or maneuver, making it expended for you. They use their own stats for any relevant effects, except their HD for IL/CL if better than their own CL/IL. You need at least 8 HD to learn this.
Awe-When a target you can detect attacks, they must make a Will save with DC 10+1/2 HD+highest stat mod or the attack has no effect. You need at least 6 HD to learn this.
Baton Pass-Choose an ally you can detect. They gain any and all of your non-instantaneous non-permanent buffs.
Bestow-Choose an ally you can detect. One item you have equipped becomes equipped on them assuming they have the respective empty slot.
Captivate-Target enemy must make a Will save with DC 10+1/2 HD+highest stat mod or take a -4 sacred penalty to attack rolls, damage rolls and ability DCs for 1 round. Even if they save they suffer half the penalty. You need at least 10 HD to learn this.
Celebrate-You can only use this if all enemies you can detect are defeated. All you allies and yourself are cured of non-instantaneous non-permanent ill effects inflicted by the enemies you just defeated. You need at least 12 HD to learn this.
Defense Curl-Either you gain +2 sacred bonus to your next save, +2 sacredAC bonus against the next attack, or you can grant +2 to saves and AC to an adjacent.ally for 1 round by curling around them, as long as they don't move away from you. You need at least 2 HD to learn this option.
Facade-Your next attack deals double damage if you're Sickened, Shaken, Entangled, Staggered, Entangled, Slowed, Poisoned or Diseased. You need at least 3 HD to learn this.
False Attack-Your next attack deals nonlethal damage with no penalty. If used against an opponent that is immune to nonlethal damage, instead it deals normal damage and will not lower them below 1 HP.
Follow Me-The next attack an enemy makes must target you.You need at least 5 HD to learn this.
Glare-Target enemy you can see (even if they cannot or do not want to look at you) must make a Fort save with DC 10+1/2 HD+highest stat mod or become Paralyzed for 1d12 rounds. Even creatures normally immune to it can be affected but they receive a +5 bonus on their saves. You need at least 13 HD to learn this.
Growl-Target enemy must make a Will save with DC 10+1/2 HD+highest stat mod or take a -2 sacred penalty to attack rolls, damage rolls and ability DCs for 1 round.
Happy Hour-Prevent an item carried by you or an ally from being disarmed, sundered, dispelled or otherwise damaged or disabled. You need at least 7 HD to learn this.
Heal Bell-Ring a bell to prevent one non-instantaneous non-damage non-permanent effect from affecting you and all allies you can hear. Nobody is very sure where you got the bell and then it's gone.You need at least 9 HD to learn this.
Helping Hand-For 1 round an ally you can detect gains a +3 sacred bonus on attack rolls, damage rolls and save DCs. You need at least 11 HD to learn this.
Hold Back-If your next attack would kill a target, instead it just leaves them in a disabled state for 1d12 rounds, during which they cannot take any actions, not even abilities that normally could be used when you cannot take actions. You need at least 19 HD to learn this.
Hold Hands-For 1 round you and an ally inside your natural melee reach will share any non-instantantaneous non-permanent buffs you receive. You need at least 13 HD to learn this.
Huge Hug-You can make a grapple attempt. If the target is bigger than you, you can count yourself as their size and may use any of your stats instead of Str. It ignores Freedom of Movement effects and inflicts a Dimensional Lock effect. You need at least 14 HD to learn this.
Last Resort-One ally you can detect takes a +3 bonus to attack rolls, saves, attack rolls, damage rolls, skill checks, ability score checks and AC for 1 round. You die or are destroyed. The bonus increases by an extra +1 for each 3 HD you have.
Lovely Kiss-Make a melee touch attack. If you hit the target must make a Fort save with DC 10+1/2 HD+highest stat mod or fall asleep. When they wake up or if they make the save they then must make a Will save with the same DC or become confused for 1d12 rounds. If they save this or the confusion ends they must make a Reflex save with the same DC or fall prone (fall to the ground if they were flying). The sleep and confusion effects ignore immunities to the respective status but creatures that would be immune gain a +5 bonus on their saves. Increase the DC by 2 if the target had damaged you before. Increase the DC by another 3 if the target had damaged your allies before. You need at least 15 HD to learn this.
Noble Roar-All enemies that you can detect receive a -5 sacred penalty to attack rolls, damage rolls and ability DCs for 1 round. You need at least 16 HD to learn this.
Play Nice-An enemy you can detect must make a Will save with DC 10+1/2 HD+highest stat mod or become one step friendlier to you. Regardless of making the save or not they also take a -6 sacred penalty to attack rolls, damage rolls and ability checks for 1 round. Multiple uses stack up their treatment of you up to friendly, but the effect will end if you hurt them in any way. You need at least 18 HD to learn this.
Return-You move adjacent to an ally you can detect and for 1 round you gain a sacred bonus to attack rolls and damage rolls equal to the number of levels you earned together. You need at least 17 HD to learn this.
Round-Your next attack deals +1d12 sonic damage per ally adjacent to you of your level or higher, up to double damage. Increase the DC, if any, by an equal amount, up to +10. You need at least 7 HD to learn this.
Sacrifice-You heal 1d6 HP per HD to all allies within a radius of 40 feet centered on you and remove any Charms, Dominate, Compulsion and Fear effects affecting them. You then die or are destroyed.
Tickle-You can replicate a Hideous Laughter effect with duration 1d12 rounds, save DC 10+1/2 HD+highest stat mod. You need at least 8 HD to learn this.
Celestial Mark: Celestial Creatures were once normal creatures of their kind, but have since been blessed by the touch of good, a fortune that manifests on a variety of ways. At 2nd level pick one of the following.
Mark of Good- The Celestial creature is plainly a selfless being that delights itself in helping and cheering others. It grants a +2 Sacred bonus on attack rolls, damage rolls, AC, saves and skill checks to adjacent allies.
Mark of Friendship-The Celestial Creature is always filled with primal instincts of trusting others for trust's sake, making it harder to affect by foreign sources but also harder to hold a coherent train of thought. The Celestial Creature's SR increases by 5, and whenever an adjacent ally charges or full attacks, they may perform one extra attack whitout penalty (two extra attacks instead if it has pounce and charges). Spells/SLAs/ psychic powers/PLAs and similar that demand a touch attack to hit have to roll against the Celestial Creature's normal AC. However it can no longer willingly lower its SR, and can never cast spells, SLAs, psychic powers, PLAs or similar of its own. It may still fully benefit from magic items and potions.
Mark of Relaxation- The Celestial creature's body looks plump and chubby, yet can endure great stress. The Celestial Creature becomes immune to Fear, Fatigue and Exhaustion also gains fast healing and regeneration each equal to ½ its HD which can only be bypassed by evil attacks and can use Con instead of Cha for Diplomacy checks, but takes a permanent -6 penalty to Int. If this would lower its Int to 0 or less, it becomes a mindless beast that cares for nothing for besides relaxing and helping others relax.
Mark of Moderation- The Celestial creature's body has exceptionally balanced features, making it extra suprising what it is capable of pulling off. The Celestial Creature never loses her Dex bonus to AC and gains a sacred bonus to attack rolls, skill checks, ability checks, damage rolls and ability DCs against each enemy equal to the number of rounds that enemy has attacked them since Initiative was rolled.
Mark of Love- The Celestial Creature will randomly tackle-hug their own allies, but surprisingly that ends up helping them evade attacks. Adjacent allies gain a permanent 20% miss chance. If they has a miss chance from another source, they may instead increase it by 10% (but never more than 90%). In addition choose a spell with the [Good] descriptor of a level no bigger than ½ HD (whenever it gains a level, it may replace it for another one it ). The Celestial creature may cast it 1/day, plus another time for every 6 HD, as a SLA, save DC being 10+1/2 HD+Highest Mental Stat mod, but still needs to supply any experience or expensive material costs. In addition Celestial Creature levels now stack with a casting class of its choice for purposes of CL and learning new spells and gaining new spell slots, altough it doesn't retroactively grants them. It however takes a -6 penalty to Wisdom. If this would lower its Wis to 0 or less, it will suffer from a permanent Insanity effect, bypassing any immunities it may have, except attacking another at random is replaced by using an harmless benefical targeted ability on another creature at random, or if the Celestial Creature cannot do so, Aid Another to a random creature.
CommentsCounterpart to the Fiendish Creature. Custom abilities focused on helping others.
So if you want to add a touch of Good's blessings, the Celestial Creature's for you!