Celestial Creature: Difference between revisions

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   <!-- GENERAL ADJUSTMENTS -->
   <!-- GENERAL ADJUSTMENTS -->
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Celestial Creature
}}</onlyinclude>


| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| '''Celestial Creature''' is a pattern that can be added to any creature that is a Good variant of a base creature.  Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents.  The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....
| Description| '''Celestial Creature''' is a pattern that can be added to any creature that is a Good variant of a base creature.  Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your [[NPC]] Constituents.  The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....
}}</onlyinclude>
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| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj|  
| Skill-Perception-Adj| 1
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}}</onlyinclude>


| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj|  
| Hit-Points-Adj| 1
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| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj|  
| Save-DC-Adj| 1
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| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj|  
| AC-Adj| 1
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| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj|  
| Maneuver-Defense-Adj| 1
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| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|  
| Add-Skill-Piloting|  
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| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|  
| Add-Skill-Sense-Motive| 3
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| Special-Ability-1-Type| Su
| Special-Ability-1-Type| Su
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
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| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| Special-Ability-1-Action-Required| Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
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| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| Once per encounter, as a swift action, a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus against that target only equal to its Hit Dice.  Smite persists until the target is dead or the end of the encounter.
| Special-Ability-1-Description| Once per encounter as a [[swift action]], a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite Evil target, each of its attacks gain a +3 bonus to-hit, and {{Hit-Dice}} points of {{dmg|radiant}} damage, but only with attacks made against the Smite target.  Smite Evil persists until the target is dead or the end of the encounter.
}}</onlyinclude>
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| Special-Ability-2-Type|  
| Special-Ability-2-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
| Special-Ability-2-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
}}</onlyinclude>


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| Special-Ability-3-Type|  
| Special-Ability-3-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
| Special-Ability-3-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
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}}
}}
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'''Celestial Creature''' is a pattern that can be added to any creature that is a Good variant of a base creature.  Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern.
A Celestial Creature uses all of the base creature's statistics and abilities except as noted below.
== CR (challenge rating) ==
Same as base creature +1.
== Size and Type ==
The creature's Size does not change.  Its Type remains the same but it gains the subtype Good.
== Initiative Modifier ==
The creature's initiative modifier increases by +1.
== Senses ==
All  senses such as scent, tremorsense, keen hearing, etc. are unchanged.
== Armor Class ==
Celestial Creatures gain +1 AC. 
== Hit Dice ==
No changes.
== Defensive Ability ==
A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
=== Aura ===
Same as Base Creature.
=== SR ===
Same as Base Creature.
=== Special Defenses ===
The Celestial Creature gains ER Cold, Acid, and Electricity equal to its adjusted CR.  It also gains DR/evil equal to its adjusted CR.
=== Immunities ===
Same as the base creature, except any keywords of evil are changed to good and vice versa.
=== Weaknesses ===
Same as Base Creature.
==Out of Combat==
Same as base creature, except reversed in morality.  If it used to revel in horror and blood, it now revels in good deeds and kindness, etc.
== Speed ==
A Celestial Creature's base speed improves by ten feet in all movement categories it has.
== Melee Attacks ==
A Celestial Creature retains all the base creature's attacks.
== Damage ==
== Space and Reach ==
No change.
== Offensive Ability ==
A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
=== Smite Evil (Su) ===
Once per encounter, as a swift action, a celestial creature may choose one evil-aligned creature to Smite.  Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus equal to its Hit Dice.  Smite persists until the target is dead or the Celestial creature rests.
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
No changes.
== Feats ==
== Skills ==
Sense Motive, CR+10. This is useful for detecting targets for their Smite Evil attack, if they have no other way of identifying a suitable victim (''detect alignment'', the PC who is smiting it, the PC with horns and a sign that reads "I'm Bad," etc.). Note that also makes summoning Celestial creatures for ignoble purposes a bit of a challenge if they figure out what you're doing...

Latest revision as of 18:27, 14 May 2022

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...
Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Celestial Creature Pattern (+1 CR)

Alignment: changes to Pure Good
Subtype: add Good to subtypes


Celestial Creature is a pattern that can be added to any creature that is a Good variant of a base creature. Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents. The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....

This creature seems to be empowered by some kind of dangerous celestial might.

General

Init: +1 CRs greater than base creature.
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Smite Evil (Su; Celestial Creature Pattern)

Once per encounter as a swift action, a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite Evil target, each of its attacks gain a +3 bonus to-hit, and 2 points of radiant (energy, uncommon) damage, but only with attacks made against the Smite target. Smite Evil persists until the target is dead or the end of the encounter.