LA+4
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-celestials are normally native outsiders.
Speed
A half-celestial 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.
Special Attacks
A half-celestial has all the special qualities of the base creature, plus the following special qualities.
* Darkvision out to 60 feet.
* Immunity to disease.
* Resistance to acid, cold, and electricity equal to its power level.
* Damage reduction: A half celestial has damage reduction/evil equal to its power level
* A half-celestial’s natural weapons are treated as both good and magic weapons for the purpose of overcoming damage reduction.
* Spell resistance equal to its power level + 10.
* +4 racial bonus on Fortitude saves against poison.
Daylight (Su)
Half Celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su)
A number of times a day equal to its power level a half-celestial can make a normal melee attack to deal extra damage equal to its power level (maximum of +20) against an evil foe.
Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills
Skill Points
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial 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.
Armor Class
A half celestial gains a sacred bonus to AC equal to its power level.
Spell Like abilities
As a half celestial grows in power it gains the ability to use many spell like abilities, To use any of these abilities the half celestial must have an intelegence or wisdom score of 8 or higher.
Power Level Abilities
1 Protection from evil, bless, detect evil
3 Aid, Align Weapon, Remove Paralysis
5 Cure serious wounds, neutralize poison, remove disease
7 Holy smite, Divine Power, Death Ward
9 Dispel evil, hallow, Rightious Might
11 Holy word, True Seeing, Heal
13 Holy aura, Forbiddance, Resurection
15 Mass charm monster, Greater Planar Ally (Good Outsiders only), Sunburst
17 Summon monster IX (celestials only), True resurection, Miracle*
*Unlike usual spell like abilities, you must still pay the appropriate xp cost for a miricle.
Caster level equals power level and DC is based off your choice of INT WIS or CHA (chosen upon acquiring the template).
These abilities may be used a number of times a day equal to your power level minus the required power level of the ability. For example a half celestial fighter 10 may use protection from evil 9 times a day. Once a Half celestial has 10 or more uses of an ability per day that ability is then at will.