Creating a Celestial Creature
“Celestial” is an inherited template that can be added to any living creature (referred to hereafter as the base creature).
Hit Dice
Unlike with most templates, celestial is added only through taking special class levels. A celestial creature’s first racial Hit Die is replaced with a level of this template class. If the base creature had less than 1 full Hit Die, it now has 1 level of this special class with 1 full Hit Die.
For creatures that advance by class level, this special class counts as their first class level.
The creature gains all remaining racial Hit Dice as normal for their race. They may choose to advance by their normal advancement or by taking additional in levels of this special class, becoming more celestial as their embrace their heritage.
All other template effects are based on the number of levels a creature possesses in this class.
Table: The Celestial Creature
| | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Ability Increase | Nat. AC |
|---|
| 1st | +1 | +2 | +0 | +2 | Planetouched, darkvision 60 ft., celestial flesh, minor sacred magic | +2 Cha | — |
| 2nd | +2 | +3 | +0 | +3 | Moderate sacred magic, smite evil, zeal | +1 Str | — |
| 3rd | +3 | +3 | +1 | +3 | Outsider, disease immunity, greater sacred magic | +1 Wis | +1 |
| 4th | +4 | +4 | +1 | +4 | Superior sacred magic, wings | +1 Str, +1 Wis | +2 |
Hit Die: d8
Class Skills (4 + Int modifier per level): A celestial creature's class skills are the same as those of their
favored class.
Class Features
Weapon and Armor Proficiency
A Celestial Creature gains no proficiency with any type of weapon, armor, or shield.
Planetouched
A 1st-level celestial creature gains the planetouched subtype.
Spells, effects, power, and abilities which affect or target an outsider can also affect or target a planetouched creature. It can use magic items as if it were an outsider; however, it retains all traits of its base type and does not gain any traits of the outsider type. It also is not able to qualify for feats or prestige classes that require the outsider type.
The celestial creature gains Planar Bloodline as a bonus feat and must select the Celestial bloodline.
Ability Increase
At each level, the indicated ability score increases by the amount noted.
Darkvision
A celestial creature gains darkvision out to 60 feet.
Celestial Flesh
Table: Celestial Flesh Benefits| Hit Dice | Resistance Cold | Resistance Acid/Electric | Damage Reduction |
|---|
| 1–4 | 5 | — | — |
| 5–8 | 5 | 5 | 5/magic |
| 9–12 | 10 | 5 | 5/evil |
| 13+ | 10 | 10 | 10/evil |
Beginning at 1st level, a celestial creature gains resistance 5 to cold damage, which improves as it gains additional Hit Dice as show on Table: Celestial Flesh Benefits. As it gains Hit Dice, it also gains resistance to acid and electricity damage, as shown on the table.
Energy resistance from celestial flesh stacks with any other energy resistance gained from race or templates but not from spells, effects, or items.
At 2nd level, a celestial creature gains spell resistance equal to 5 + it total Hit Dice. It also gains damage reduction if its total Hit Dice are high enough (as shown on the table).
At 3rd level, it gains a +1 natural armor bonus to its armor class, which increases to +2 at 4th level.
Sacred Magic
At 1st level, a celestial creature gains access to its sacred magic, gaining a suite of minor spell-like abilities, based on its total Hit Dice. Most celestial creatures begin knowing only darkness usable once per day but learn more as they gain additional Hit Dice.
At 2nd level, a celestial creature unlocks its moderate sacred magic, gaining access to additional spell-like abilities, assuming it has sufficient Hit Dice.
At 3rd level, it unlocks the ability to gain its greater sacred magic abilities, and at 4th level it unlocks its superior magic.
The abilities gained and the total Hit Dice at which they are gained are given on Table: Sacred Magic.
Table: Sacred Magic| Minimum Hit Dice | Spell-Like Abilities Gained |
|---|
| Minor | Moderate | Greater | Superior |
|---|
| 1–2 | Light 1/day | Detect Evil at will | — | — |
| 3–4 | — | Aid 1/day Protection From Evil 1/day | — | — |
| 5–6 | Light 2/day | — | Cure Serious Wounds 1/day | — |
| 7–8 | — | — | Remove Disease 1/day | Holy Smite 1/day |
| 9–10 | Light 3/day | Protection From Evil 2/day | Neutralize Poison 1/day | — |
| 11–12 | — | — | — | — |
| 13–14 | Daylight 1/day | — | Hallow 1/day | Holy Word 1/day |
| 15–16 | — | Protection From Evil 3/day | Holy Aura 1/day | Mass Charm Monster 1/day |
| 17–18 | — | — | Holy Aura 2/day | Summon monster IX (celestials only) 1/day |
| 19–20 | — | — | Holy Aura 3/day | Resurrection 1/week |
Zeal
A celestial creature is filled with sacred energy, which can used to activate some of their abilities. Beginning at 2nd level, at the start of each day, the celestial creature gains a number of points of zeal equal to their celestial creature level plus their Charisma bonus (minimum 1).
Whenever a celestial creature rolls initiative, it regains 1 point of zeal, up to its daily maximum.
Smite Evil
Beginning at 2nd-level, a celestial creature can smite evil as a paladin, using its total Hit Dice as its effective paladin level.
Outsider
A celestial creature changes its creature type to outsider at 3rd level. It loses the planetouched subtype but gains the augmented subtype for its original type.
Disease Immunity
Starting at 3rd level, a celestial creature becomes immune to disease.
Wings
At 4th level, a celestial creature grows bird-like wings, gaining the Aerial Wings feat as a Celestial Feat, even if it doesn’t meet the prerequisites.