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.
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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