I really wasn't satisfied with the half-celestial template. Why would a half-celestial with a deva parent be the same as one with a Ghaele parent? Why would their powers be similar? Here is some Templates dealing with this issue.
HALF-DEVA
Like all angelic creatures, half-devas are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
CREATING A HALF-DEVA“Half-deva” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and non-evil alignment (referred to hereafter as the base creature).
A half-deva uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-devas are normally native outsiders.
Speed: A half-deva has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead. Their base land speed is 50ft
Armor Class: Natural armor improves by +5 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-deva retains all the special attacks of the base creature and also gains the following special abilities.
At will—continual flame, detect evil, discern lies (DC 19), dispel evil. Alter features (self only). Detect magic. True sight. Greater Arcane Sight. Continual Light. Create Water. Detect Poison. Mending. Purify Food and Drink. Read Magic.
Spell-Like Abilities: A half-deva with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable 3 times per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Protection from evil. bless. bless water
3–4 Aid. detect undead. consecrate. remove fear. see invisibility
5–6 Cure serious wounds. neutralize poison. create food/water
7–8 Holy smite. remove disease. cure blindness/deafness. calm emotions
9–10 Dispel evil. flame strike. find the path. locate animals/plants.
11–12 Holy word. storm of vengeance. heal. Commune. Disrupting Weapon
13–14 Holy aura. hallow. Blade Barrier. Polymorph (self only)
15–16 Mass charm monster. Heal mass
17–18 Summon monster IX (celestials only)
19–20 True resurrection. Regenerate. Restoration Greater Fire Storm
Uncanny Dodge (Ex): A half-deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
Tongues (Su): Half-devas can speak with any creature that has a language, as though using a tongues spell (Caster level 10th)
Comprehend languages (Su): Half-devas can read/write in any written as though using a comprehend language spell (Caster level 10th)
SPECIAL QUALITIES
Darkvision out to 60 feet and low-light vision.
Resistance to electricity 10 and fire 10.
Immunity to acid, cold, and petrification.
+4 racial bonus on saves against poison.
A half-deva’s natural weapons are treated as good aligned and magical weapons for the purpose of overcoming damage reduction
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.
Skills: A half-deva gains skill points as an outsider and has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from class levels in this calculation—the half-deva gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Half-devas have the following racial bonuses: +2 Intimidate. +2 Heal +2. Listen +2. Move Silently +2. Sense Motive +2. Spell-craft +2. Spot Use +2. Magic Device +2.
Challenge Rating: HD 5 or less, as base creature +3; HD 6 to 10, as base creature +5; HD 11 or more, as base creature +10.
Alignment: Always good (any).
Level Adjustment: Same as base creature +5.
reviews and crits welcome. flames will be naturally be quenched.
HALF-DEVA
Like all angelic creatures, half-devas are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
CREATING A HALF-DEVA“Half-deva” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and non-evil alignment (referred to hereafter as the base creature).
A half-deva uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-devas are normally native outsiders.
Speed: A half-deva has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead. Their base land speed is 50ft
Armor Class: Natural armor improves by +5 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-deva retains all the special attacks of the base creature and also gains the following special abilities.
At will—continual flame, detect evil, discern lies (DC 19), dispel evil. Alter features (self only). Detect magic. True sight. Greater Arcane Sight. Continual Light. Create Water. Detect Poison. Mending. Purify Food and Drink. Read Magic.
Spell-Like Abilities: A half-deva with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable 3 times per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Protection from evil. bless. bless water
3–4 Aid. detect undead. consecrate. remove fear. see invisibility
5–6 Cure serious wounds. neutralize poison. create food/water
7–8 Holy smite. remove disease. cure blindness/deafness. calm emotions
9–10 Dispel evil. flame strike. find the path. locate animals/plants.
11–12 Holy word. storm of vengeance. heal. Commune. Disrupting Weapon
13–14 Holy aura. hallow. Blade Barrier. Polymorph (self only)
15–16 Mass charm monster. Heal mass
17–18 Summon monster IX (celestials only)
19–20 True resurrection. Regenerate. Restoration Greater Fire Storm
Uncanny Dodge (Ex): A half-deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
Tongues (Su): Half-devas can speak with any creature that has a language, as though using a tongues spell (Caster level 10th)
Comprehend languages (Su): Half-devas can read/write in any written as though using a comprehend language spell (Caster level 10th)
SPECIAL QUALITIES
Darkvision out to 60 feet and low-light vision.
Resistance to electricity 10 and fire 10.
Immunity to acid, cold, and petrification.
+4 racial bonus on saves against poison.
A half-deva’s natural weapons are treated as good aligned and magical weapons for the purpose of overcoming damage reduction
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.
Skills: A half-deva gains skill points as an outsider and has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from class levels in this calculation—the half-deva gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Half-devas have the following racial bonuses: +2 Intimidate. +2 Heal +2. Listen +2. Move Silently +2. Sense Motive +2. Spell-craft +2. Spot Use +2. Magic Device +2.
Challenge Rating: HD 5 or less, as base creature +3; HD 6 to 10, as base creature +5; HD 11 or more, as base creature +10.
Alignment: Always good (any).
Level Adjustment: Same as base creature +5.
reviews and crits welcome. flames will be naturally be quenched.
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