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The Vorpal Tribble
2007-08-25, 07:21 AM
Children of the Heavens

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The planes vary as widely as the people that inhabit them, each one gone to where their soul most strongly resonates or where their deity makes their home. As such, those born upon these planes should vary. The community spirit of Arcadia to the joyous ectasy of Elysium, to the wild spirituality of the Beastlands.

All creatures below have the same prerequisites of the base Celestial template. What has not been changed specifically below should remain as the original template dictates. With this template any celestial or fiendish creature mentioned in the Summon spells can become a creature of the heavens, though the caster's alignment must be as close as possible to the creature they summon.


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Arcadian Celestial

Celestial creatures from Arcadia are perfect in appearance. Not a single blemish mars them. They appear far healthier and more beautiful than their common counterparts, and are perfectly symmetrical in form. Every movement is as meticulous and poised as a march.

Arcadian celestials are filled with group spirit, always willing to give their time and effort to a cause that aids the community as a whole, the individual next, and themselves last. As such they are selfless to almost a fault, ready to sacrifice themselves for the good of all if required.

They are however slow to anger and will only attack to protect another. They value peace above all, and cooperation. If possible they attempt to capture instead of kill their foes so that they may be treated to a lawful trial.

Sample Arcadian Celestial

Aracadian Giant Bee
Medium Magical Beast (extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 plus poison)
Full Attack: Sting +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., resistance to acid and sonic 5, spell resistance 8, vermin traits
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
Skills: Spot +7, Survival +5*
Feats: Ability Focus (poison), Improved Initiative
Environment: Peacable Kingdoms of Arcadia
Organization: Solitary, buzz (2–5), or hive (11–20)
Challenge Rating: 1
Treasure: No coins; 1/4 goods (honey only); no items
Alignment: Always lawful good
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —

This giant bee has fine hair of a pale hue, an equal number of darker bands going about it. Its compound eyes are perfectly spherical, and its buzzing a pleasant, even cadence.

Combat

Bond of Friendship (Sp): An arcadian giant bee can cast Status at will, caster level 3rd.

Comradery (Ex): When an arcadian giant bee uses the Aid Another action in combat, they grant a +4 bonus instead of the normal +2.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Stun Evil (Su): Once per day an arcadian giant bee can make a normal melee attack to Stun an evil creature unless they succeed on a Will saving throw (DC 12). The evil creature is stunned for 1 round.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


-=-=-=-=-=-

Creating an Arcadian Celestial

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attacks.

Bond of Friendship (Sp): An arcadian celestial can cast Status at will at a caster level equal to their HD.

Comradery (Ex): When an arcadian celestial uses the Aid Another action in combat, they grant a +4 bonus instead of the normal +2.

Stun Evil (Su): Once per day an arcadian celestial can make a normal melee attack to Stun an evil creature unless they succeed on a Will saving throw (DC 12 + 1/2 HD + celestial's Cha modifier). The evil creature is stunned for a number of rounds equal to the celestial's Cha mod (minimum 1).

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Darkvision out to 60 feet.
Damage reduction (see the table below).
Spell resistance equal to HD + 5 (maximum 25).
Resistance to acid and sonic (see the table below).


Hit Dice Resistance to Damage Reduction
Acid and Sonic
1-3 5 -
4-7 5 5/magic
8-11 10 5/magic
12 or more 10 10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Peacable Kingdoms of Arcadia
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always lawful good.
Level Adjustment: Same as the base creature +2.



Bytopian Celestial

Same as Arcadian Celestial (see above) except celestials there are found in Bytopia.



Celestia Celestial

Celestial creatures from Celestia are incredibly handsome creatures, but their attractiveness rests more with their bearing, which is both imperious and kind, proud but gentle. Kingly creatures all, with a grace unmatched by any terrestial being. They also glow continuously with a faint, pure light.

Celestia celestials are overall benevolent beings, filled with compassion, but also capable of a sternness that those who have wronged them take for a cold-heartedness, which cannot be farther than the truth. Tough love is the way of the celestians.

Sample Celestia Celestial

Celestia Giant Eagle
Large Magical Beast (extraplanar)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Aura of menace, stun evil
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., low-light vision, evasion, resistance to electricity 5, spell resistance 9
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Alertness, Flyby Attack
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or eyrie (5–12)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful good
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: +2 (cohort)

This great golden eagle is absolutely majestic, with piercing silver eyes that seem to peer right into one's soul. The scales of its legs glisten and its grand talons gilded with gleaming aurorum.

Combat

A celestia giant eagle's natural attacks are considered magical for the purpose of overcoming damage reduction.

Aura of Menace (Su): A righteous aura surrounds celestia giant eagles that fight or get angry. Any hostile creature within a 20-foot radius of the celestial must succeed on a Will save to resist its effects (save DC 12). Those who fail take a –2 penalty on attacks, AC, and saves for the duration of the encounter or until they successfully hit the celestial eagle that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same celestial’s aura for 24 hours.

Dedicated To Truth (Ex): A celestia eagle cannot be forced or enticed to tell a direct untruth, even if dominated or charmed, unless the celestial wishes.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.

Stun Evil (Su): Once per day an arcadian celestial can make a normal melee attack to Stun an evil creature unless they succeed on a Will saving throw (DC 14). The evil creature is stunned for 1 round.

Skills: Giant eagles have a +4 racial bonus on Spot checks.


-=-=-=-=-=-

Creating a Celestia Celestial

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attacks.

Aura of Menace (Su): A righteous aura surrounds celestia celestials that fight or get angry. Any hostile creature within a 20-foot radius of the celestial must succeed on a Will save to resist its effects (save DC = half-HD + Cha mod). Those who fail take a –2 penalty on attacks, AC, and saves for the duration of the encounter or until they successfully hit the celestial that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same celestial’s aura for 24 hours.

Stun Evil (Su): Once per day an arcadian celestial can make a normal melee attack to Stun an evil creature unless they succeed on a Will saving throw (DC 12 + 1/2 HD + celestial's Cha modifier). The evil creature is stunned for a number of rounds equal to the celestial's Cha mod (minimum 1).

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Darkvision out to 60 feet.
Damage Reduction (see the table below).
Dedicated To Truth (Ex): A celestia celestial cannot be forced or enticed to tell a direct untruth, even if dominated or charmed, unless the celestial wishes.
Spell Resistance equal to HD + 5 (maximum 25).
Resistance to electricity (see the table below).


Hit Dice Resistance to Damage Reduction
Electricity
1-3 5 -
4-7 5 5/magic
8-11 10 5/magic
12 or more 10 10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Environment: Seven Mounting Heavens of Celestia
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always lawful good.
Level Adjustment: Same as the base creature +2.



Elysium Celestial

Celestial creatures of elysium are heartbreakingly beautiful. Though they are appealing in form, it is the overflowing joy and satisfaction that seems to radiate from them that truly causes their attractiveness. Many Elysium celestials have small flowers and beauteous plants literally growing upon them, filling the air through which they travel with delightful scents.

Elysium celestials are as often as not found dozing or simply enjoying their surroundings, as if sunbathing in the glow of joy that beams from every being that passes. Only stirring to join with another to enjoy its company, or take a dip in the glowing waters, many tend to think elysium celestials as lazy. It is true that many would like nothing more than to relax, but their rapture is such that they wish always to spread more, and often seek those not completely content to give them company.

They do not however take this existence for granted, and even the fattest, sleepiest elysian will rise against those that wish to lessen the contentment of another. The inhabitants know well how blessed they are, and fight all the harder to keep it such. In fact, many of the greatest combatants against evil have been elysians who could not be happy even here while they knew those elsewhere experienced sorrow and went to spread the good will of the plane. Elysium celestials forced to fight will attempt not to kill or even harm if they can help it, but instead capture and restrain intruders.


Sample Elysium Celestial

Elysium Brown Bear
Large Magical Beast (extraplanar)
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Entrance evil, improved grab
Special Qualities: Damage reduction 5/evil, darkvision 60 ft., low-light vision, resistance to electricity and cold 5, scent, spell resistance 11
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Environment: Blessed Fields of Elysium
Treasure: None
Alignment: Always neutral good
Organization: Solitary or pair
Challenge Rating: 5
Advancement: 7–10 HD (Large)
Level Adjustment: —

This bear appears to be dozing as it shambles along, a pleasant growl, almost a purr, rumbling from its chest. Its fur is a luminous auburn, and flowering vines have wound its way about its thick neck and head, clutching gently as if a living ornament. Its eyes are half-closed in ectasy, glittering like emeralds between the lashes.

Combat
The elysium brown bear's natural attacks are considered good-aligned for the purpose of overcoming damage reduction.

Aura of Good (Ex): An elysium brown bear radiates an Aura of Good as a 6th level cleric.

Ease Pain (Sp): Once per day an elysium celestial brown bear can touch a creature to remove all lingering effects of pain, including symbol of pain, angry ache, and similar spells. Damage dealt by Painful Strike and similar powers and spells is instantly healed. It does not heal any damage not directly related to pain.

Empathy (Su): An elysium brown bear can detect the surface emotions of any creature it can see within 60 feet. It can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

They gain a +2 insight bonus on any Bluff, Diplomacy, or Sense Motive checks made in regards to a being they can sense the emotions of.

Entrance Evil (Su): Once per day an elysium brown bear can fill an evil being with 6 HD or less with great peace as a touch attack. If the being is capable of sleep it must succeed on a Will save (DC 11) or fall into a deep slumber. The entranced creature is helpless, but awakens if a creature with intention to do it harm while slumbering approaches within 60 feet after its collapse. The slightest touch awakens an affected creature, but normal noise does not. Awakening the creature is a standard action (an application of the aid another action). This is a mind-affecting, sleep effect.

Improved Grab (Ex): To use this ability, the bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A brown bear has a +4 racial bonus on Swim checks.


-=-=-=-=-=-

Creating An Elysium Celestial

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attacks.

Entrance Evil (Su): Once per day an elysium celestial can fill an evil being with equal or less HD than itself with great peace as a touch attack. If the being is capable of sleep it must succeed on a Will save (DC 10 + half celestial's DC + Cha mod) or fall into a deep slumber. The entranced creature is helpless, but awakens if a creature with intention to do it harm while slumbering approaches within 60 feet after its collapse. The slightest touch awakens an affected creature, but normal noise does not. Awakening the creature is a standard action (an application of the aid another action). This is a mind-affecting, sleep effect.

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Aura of Good (Ex): An elysium celestial radiates an Aura of Good as a cleric of the same level.

Damage Reduction (see the table below).

Darkvision out to 60 feet.

Ease Pain (Sp): Once per day an elysium celestial with 3 HD or more can touch a creature to remove all lingering effects of pain, including symbol of pain, angry ache, and similar spells. Damage dealt by Painful Strike and similar powers and spells is instantly healed. It does not heal any damage not directly related to pain.

Empathy (Su): An elysium celestial can detect the surface emotions of any creature it can see within 60 feet. It can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

They gain a +2 insight bonus on any Bluff, Diplomacy, or Sense Motive checks made in regards to a being they can sense the emotions of.

Resistance to electricity and cold (see the table below).


Hit Dice Resistance to Damage Reduction
Electricity and Cold
1-3 5 -
4-7 5 5/evil
8-11 10 5/evil
12 or more 10 10/evil

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Environment: Blessed Fields of Elysium
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always neutral good.
Level Adjustment: Same as the base creature +2.




Beastlands Celestial

Beastland creatures appear much as they're terrestrial brethren, but are larger and have great, liquid eyes filled with gentleness. Those with fur are shaggier, and even those of scales and chitin seem softer in appearance. In all ways beastland celestials are noble creatures, the classic lovable monsters that even the smallest child would feel safe and comforted around. Beastland creatures not of the animal or vermin make are however more feral in appearance than normal, with sharp nails and overlong teeth, and a layer of hair or leathery skin.

Whatever their origins, they are energetic, wild creatures, but in a more playful, less vicious manner. This is not to say most do not enjoy a good hunt, but they only feast upon creatures not capable of sentient thought, and they are swift and merciful in their kills. There are rare exceptions, but it is agreed upon between hunter and prey, and more of a competition than a battle. If the prey is killed it often becomes a watchful spirit over the Beastlands, though many choose to locate their hunt in holy locales where the remains of the lost opponent will be resurrected.

Sample Beastland Celestial

Beastland Dire Wolf
Large Magical Beast (extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to poison, low-light vision, resistance to electricity 5, scent, scent of evil, spell resistance 11, ward
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Wilderness of the Beastlands
Organization: Solitary or pack (5–8)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 7–18 HD (Large)
Level Adjustment: —

This great beast is terrifying at first, but then one sees the enormous dark eyes that glint jovially. In fact, it exudes a sense of security and one instinctively knows that it can be counted on to guard you with its life. Its incredibly shaggy pelt just begs for one to run their hands through.

Combat
The beastland dire wolf's natural attacks are considered magical for the purpose of overcoming damage reduction.

Scent of Evil (Ex): Beastland dire wolves can detect evil opponents within 60 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 30 feet. A strong aura of evil (an evil outsider or evil cleric of 5-10 HD, and evil elemental or undead of 10-21 HD, and evil creature of 25-54 HD, or an evil magic item or spell with a caster level of 10-21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, and evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22) can be detect at triple the range.
When the celestial detects a scent, the exact location is not revealed - only its presence somewhere within range. The celestial can take a move action to note the direction of the scent. Whenever the creature comes within 10 feet of the source, the celestial knows the source's location.

A beastland dire wolf can use its scent of evil to track an evil creature by its lingering evil aura, making a Wisdom (or Survival) check to follow a track. The typical DC for a fresh trail 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The celestial can ignore the effects of surface conditions and poor visibility.

Smite Evil (Su): Once per day a beastland dire wold can make a normal melee attack to deal 6 extra damage against an evil foe.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Ward (Ex): Once per day a beastland dire wolf can choose a being as its ward. As long as both of them stay upon the same plane each knows the others moods and emotions, especially if one is hurt or killed.

As well, ward and warder may have any spell (but not any spell-like ability) casts upon themselves also affect the other. The ward or warder must be within 5 feet of one another at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the other if the ward or warder moves farther than 5 feet away and will not affect the other again, even if it returns before the duration expires. Additionally, the ward or warder may cast a spell with a target of “You” on the other (as a touch range spell) instead of on themselves. The ward and warder can share spells even if the spells normally do not affect creatures of that type.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

-=-=-=-=-=-=-=-

Creating a Beastland Celestial

Natural Armor: A beastland celestial gains a natural armor of 2. If they already have natural armor, use the better of the two.

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attacks.

Smite Evil (Su): Once per day a beastland celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Damage Reduction (see the table below).

Darkvision out to 60 feet.

Immunities: A beastland celestial is immune to poison.

Resistance to electricity (see the table below).


Hit Dice Resistance to Damage Reduction
Electricity
1-3 5 -
4-7 5 5/magic
8-11 10 5/magic
12 or more 10 10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Scent of Evil (Ex): Beastland celestials can detect evil opponents within 60 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 30 feet. A strong aura of evil (an evil outsider or evil cleric of 5-10 HD, and evil elemental or undead of 10-21 HD, and evil creature of 25-54 HD, or an evil magic item or spell with a caster level of 10-21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, and evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22) can be detect at triple the range.
When the celestial detects a scent, the exact location is not revealed - only its presence somewhere within range. The celestial can take a move action to note the direction of the scent. Whenever the creature comes within 10 feet of the source, the celestial knows the source's location.

A beastland celestial with the Track feat can use its scent of evil to track an evil creature by its lingering evil aura, making a Wisdom (or Survival) check to follow a track. The typical DC for a fresh trail 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The celestial can ignore the effects of surface conditions and poor visibility.

Ward (Ex): Once per day a beastland celestial can choose a being as its ward. As long as both of them stay upon the same plane each knows the others moods and emotions, especially if one is hurt or killed.

As well, ward and warder may have any spell (but not any spell-like ability) casts upon themselves also affect the other. The ward or warder must be within 5 feet of one another at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the other if the ward or warder moves farther than 5 feet away and will not affect the other again, even if it returns before the duration expires. Additionally, the ward or warder may cast a spell with a target of “You” on the other (as a touch range spell) instead of on themselves. The ward and warder can share spells even if the spells normally do not affect creatures of that type.

Environment: Wilderness of the Beastlands
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always chaotic good.
Level Adjustment: Same as the base creature +2.



Arborea Celestial

Arborean celestials are eerily beautiful creatures, a strange, almost alien comliness that is as disturbing as it is alurring. Most tend to have a much leaner, more agile build than their terrestial equivalents. Many have pointed ears and slanted eyes alight with mischief. Their movements tend to be whimsical and carefree, almost as if performing a continuous dance.

In the same way beastland celestials prefer thrills and sports, arboreans have a love of tricks and elaborate games. They are also wont to weave long, completely fabricated tales to astound and mislead newcomers. This mischief is always good-natured, and the celestial always stops before they take their tricks too far. Evil creatures however they have no difficulty in driving to the point of madness with their sly tricks.


Sample Arborean Celestial

Arborean Unicorn
Large Magical Beast (extraplanar)
Hit Dice: 4d10 + 20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: 2 Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blind evil
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., magic circle against evil, resistance to electricity 5, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or grace (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large)
Level Adjustment: +6 (cohort)

This unicorn is a beauty as most of its kind, though there is a slight oddness to its build. A little too thin, its legs too long. As it turns it casts huge, slanted blue eyes alight with some unrecognizable emotion. It prances like a young colt and kicks in the air with a wild cry that when one listens carefully sounds as a song in thickly accented celestial.
Its long, silky white coat glistens, subtly changing color to more closely mimick its surroundings. The large ears perk up to sharp points, with tufts of fur at the ends that dangle near its pearlesque horn.

Combat
An arborean unicorn's natural attacks are considered magical for the purpose of overcoming damage reduction.

Blind Evil (Su): Once per day an arborean unicorn can overwhelm an evil creatures within 30 feet with their holy beauty. Evil creatures who look directly at the arborean must succeed on a Fortitude save (DC 21) or be blinded for 14 rounds as though by the blindness spell.

Cunning (Ex): Arborean unicorns cannot be caught flat-footed.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Woodland Stride (Ex): An arborean celestial may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.

-=-=-=-=-=-=-=-

Creating An Arborea Celestial

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attacks.

Blind Evil (Su): Once per day an arborean celestial can overwhelm an evil creatures within 30 feet with their holy beauty. Evil creatures who look directly at the arborean must succeed on a Fortitude save (DC 12 + 1/2 HD + celestial's Cha modifier) or be blinded for a number of rounds equal to the twice the celestial's Charisma-modifier (minimum 1) as though by the blindness spell.

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Cunning (Ex): Arborean celestials cannot be caught flat-footed.

Immunities: An arborean celestial is immune to poison.

Resistance to electricity (see the table below).


Hit Dice Resistance to Damage Reduction
Electricity
1-3 5 -
4-7 5 5/magic
8-11 10 5/magic
12 or more 10 10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Woodland Stride (Ex): An arborean celestial may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.

Environment: Olympian Glades of Arborea
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always chaotic good.
Level Adjustment: Same as the base creature +2.

Zeta Kai
2007-08-26, 12:26 AM
Great idea, VT. Very well executed. Any plans to diversify the lower planes?

Gralamin
2007-08-26, 01:24 AM
Great idea, VT. Very well executed. Any plans to diversify the lower planes?

I agree with Zeta Kai with an exception (or Specification). Baator and the Abyss have been expanded enough, I would rather see some from the other planes.

The Vorpal Tribble
2007-08-26, 08:48 AM
Great idea, VT. Very well executed. Any plans to diversify the lower planes?
Will see what I can do :smallwink:

DracoDei
2007-08-26, 05:14 PM
Might want to put the standard exception on Cunning for the Arborea Celestial that a rogue with 4 more levels than they have HD can still sneak attack them... unless that already isn't a problem with the exact way you have it written...

Leliel
2007-08-26, 06:28 PM
Hmmm...

Boring Professor: *Overly complicated technical garbage that you knew already*

Elysian Student: *Falls asleep*

I guess thats how the school board of Sigil Prep finds the teachers that need their tenure examined.:smallwink: