Level Special 1st Dex +2, Chi +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities 2nd Str +2, Con +2, Wis +2, bite, poison immunity, resistances (acid 5, cold 5, electricity 5), spell resistance (lesser), spell-like abilities 3rd Str +2, Int +2, damage reduction, smite evil, spell-like abilities 4th Con +2, Wis +2, Cha +2, (acid 10, cold 10, electricity 10), spell resistance (greater), spell-like abilities, wings Half-Celestial Template Class Features All of the following are class features of the half-celestial template class. Ability Score Changes: The indicated ability score increases or decreases by the amount noted. Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level. Claws: At 1st level, the half-celsestial gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-celestial's claws are natural attacks. Size Service 1 Fine - Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 3d6 Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range. Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-celestial's character level and level in the template class, according to the following table. In each case, the caster level equals the half-celestial's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier). Minimum Half-Celestial Level Minimum Character Level Spell-Like Abilities Gained 1st 1st Protection from evil 3/day 2nd Bless 1/day 3rd Aid 1/day 4th Detect evil 1/day 2nd 5th Cure serious wounds 1/day 6th Neutralize poison 1/day 7th Holy smite 1/day 8th Remove disease 1/day 3rd 9th Dispel evil 1/day 11th Holy word 1/day 13th Holy Aura 3/day 14th Hallow 1/day 4th 15th Mass charm monster 1/day 17th Summon monster IX (celestials only) 1/day 19th Resurrection 1/day The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-celestial whose character level is 6th has darkness (1st-level half-celestial) plus desecrate and unholy blight (2nd-level half-celestial). Daylight (SU): Half-celestials can use a daylight effect (as the spell) at will. Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids. Bite: At 2nd level, the half-celestial gains a bite attack if she didn't already have one. For the base damage of the half-celestial's bite ttack, use the appropriate value from the table below if the base creature did not previously have a bite attack. If she did, use either the value from the table or the base creature's bite damage, whichever is better. The half-celestial's bite is a natural attack. Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 3d6 Colossal 4d6 Disease Immunity (Ex): At 2nd level, a half-celestial becomes immune to all diseases. Poison Resistant (Ex): At 2nd level, a half-celestial gains a +4 racial bonus on Fortitude saves against poison. Resistances (Ex): At 2nd level, a half-celestial gains resistance 5 to acid, cold, electricity. At 4th level, each of these resistances increases to 10. Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35). Damage Reduction (Su): A 3rd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher. A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures. Smite Evil (Su): Once per day, a half-celestial of at least 3rd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day. Wings (Ex): At 4th level, a half-celestial grows angellike wings, which she may use to fly at up to twice her base land speed with good maneuverability.