Drinking & Dragons

User talk:Askewnotion/PCs/Corrin of Luminance

From Drinking and Dragons

Debuffing the Half Celestial

The BoED list a way to knock down the half-celestial template by having it apply on to your race, limiting the amount of special abilies you get as you level up. For the most part I agree in the increase of abilities limited of the base creatures racial HD, hence limiting the usefulness and variety of smite evil, the racial spell-like abilities, and SR, though in it's current state it appears to still be about a +2.5 - +3 level increase. My recommendation to debuff it a little further follows.

  • Flight (Racial and class HD apply to this feature only)
•Wing-Aided Movement: Half-celestials can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
• Gliding (Ex): A half-celestial can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Half-celestials glide at twice their land speed (good maneuverability). Even if a half-celestials’s maneuverability improves, she can’t hover while gliding. A half-celestial can’t glide while carrying a medium or heavy load.
If a half-celestial becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The half-celestial descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
• Flight (Ex): When a half-celestial reaches 5 Hit Dice, she becomes able to fly at a speed equal to twice their land speed (good maneuverability). A half-celestial can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
Half Celestials can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Half-celestials are likewise fatigued after spending a total of more than 10 minutes per day flying. Because half-celestials can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 10 Hit Dice, half-celestials have enough stamina and prowess to fly for longer periods. They can fly at a speed of twice their land speed (good maneuverability), and flying requires no more exertion than walking or running.
A half-celestial with flight can make a dive attack. A dive attack works like a charge, but the half-celestial must move a minimum of 30 feet and descend at least 10 feet. A half-celestial can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A half-celestial with flight can use the run action while flying, provided she flies in a straight line.
  • SR can be negated as well, though it will never increase past 11.