Half-Planetar revised

kirinke

First Post
Help and feedback appreciated. flamers will be thumped with my mace of correction +10 ^_^

Like all celestials, a planetar's magical nature allows it to breed with virtually any creature. the offspring of such unions, half-planetars are truely spectacular.
To carry ou their responsibilities, planetars spend a great deal of time in the mortal realms and occasionally fall in love with mortals, humans and elves being the most common. The objects of a planetar's affections are never evil and always intelligent.

A half-planetar is a half-celestial sub-type and can be added to any living, corporeal creature with an intelligence score of 4 or higher and nonevil alignment. A half-planetar uses all of the base creatures statistics and special abilities except noted as below

SIZE AND TYPE: the creatures type changes to extra-planar. Do not recalculate the creature's hit dice, base attack bonus or saves. size is unchanged. half planatar's are normally native outsiders

SPEED: in their natural form, a half-planatar has feathered wings and can fly at twice the base creature's base land speed (perfect)

ARMOR CLASS: natural armor improves by +2 (this stacks with any natural armor bonuse the base creature has)

SPECIAL ATTACKS: a half planatar retains all the special attacks of the base creature with the following exceptions
Alter self, fly/greater, levitation, identify. continual flame at will
Polymorph self 3x a day. endure elements at will.

A half planetar with an intelligence or wisdom score of 8 or higher hastwo or more spell-like abilities depending on its hit dice. unless otherwise noted, they can use these spells once per day.

SPELL-LIKE ABILITIES
HD ABILITIES
1-2 Protection from evil 3x a day. bless at will, remove curse, create water
3-4 Aid, detect evil, invisibility (self only) at will, lesser restoration 3x a day
5-6 cure serious wounds, neutralize poison, create food/water 3x a day
7-8 holy smite, remove disease, awaken animal
9-10 dispel evil, remove curse/fear
11-12 holy word, greater restoration
13-14 holy aura 3/day, hollow, blade barrier, flame strike, planar ally lesser
15-16 mass charm monster, waves of exhaustion
17-18 summon monster IX (good aligned only), planar ally greater
19-20 Ressurection, raise dead, waves of exhaustion, power word stun

SPECIAL QUALITIES:
Blind sight. Scent.
Damage reduction 5/evil
Dark vision 60ft
Low light vision 60ft
Immunity to acid, cold and petrification
Protective aura
Regeneration 5
Resistance to electricity and fire 10
Spell resistance 30
Turn or rebuke undead as a 10th lvl cleric
Tongues/comprehend languages always active
Weapons are considered good aligned and magical
Detect evil, undead, magic always active
Discern lies always active
Arcane sight/greater, True sight at will.

ABILITIES:
STR: +4, DEX: +5. CON: +4. INT: +5. WIS: +4.

SKILLS: As a half-celestial. Diplomacy, intimidation and sense motive are considered racial skills.

FEATS: wingover, hover, fly-by attack. run, endurance.

Challenge rating: as half celestial

Alignment: always good (any)

Level adjustment: as half-celestial.
 
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I believe this is what the half-celestial templat is for.

However, if yo want that template, I'd peg the level adjustment at around +13, meaning that you'd never be able to make a DM cry in a 1st level campaign, because you'd have to be a 14th level caracter to play one. And as a 14th level character with only one hit die, you won't be standing very long, even with regeneration 1.
 

probably right...

probably right. maybe 5 hit points of regeneration and they probably wouldn't be seen at 1st lvl. maybe 3rd or even 5th lvl. i dunno.
 

I don't think the race would ever be seen (at least in a player's hands) until well into epic levels. Even as an ECL 20 character you'd only be 7th character level. Your BAB or spellcasting would be so far behind the rest of the group's that you'd be fairly useless apart from a few tricks with your spell-like abilities.
 


By Level Adjstment: --- I assume you men tht it isn't suitble for use as a character? That's what that means in the MM.

By upping the hit dice you've made it impossible to play the creature in pre-epic levels, because 14 hit dice plus the level adjustment all those abilities would require is at least 21, probably more like 28.

Mind if I ask what's wrong with just using the Half-Celestial template from the Monster Manual? At +4 level adjustment you're still looking at a race that is playable around ECL 8 or 9 (so you'll actually have some hit points).
 

hmmm.

brain blast.
mebbe i'll use the half-celestial template with tweaking to represent the various sub-species such as planetar, solar etc. i mean the half-celestial is fine, but when you get down to it, the various angel-archon sub-groups have different powers, different looks etc and that should be represented in their children to some degree.
*hugs james for the idear....
 
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kirinke said:
not when you're trying to design something. that's why i put it under this forum.... ^)^

I'm afraid Unseelie's right - this is exactly the sort of thing House Rules is for.

Off we go...

-Hyp.
(Moderator)
 

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