Caelephilim

Ethnicities


Languages


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Racial Traits


Standard Traits

  • Ability Score Racial Traits: Caelephilim are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
  • Type: Caelephilim are outsiders with the native subtype.
  • Size: Caelephilim are either Medium or Small creatures. Medium caelephilim have no bonuses or penalties due to their size. Small caelephilim gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: Medium caelephilim have a base speed of 30 feet. Small caelephilim have a base speed of 20 feet.
  • Languages: Caelephilim begin play speaking a regional language and Celestial. Caelephilim with high Intelligence scores can choose a regional language from the following: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Celestial Resistance: Caelephilim have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

  • Skilled: Caelephilim have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

  • Spell-Like Ability (Sp): Caelephilim can use daylight once per day as a spell-like ability (caster level equal to the caelephilim’s class level).

Senses Racial Traits

  • Darkvision: Caelephilim have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Alternate Traits

  • Celestial Crusader: Some caelephilim follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
  • Crusading Magic: Many caelephilim feel obligated to train to defend the world against fiends. These caelephilim gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
  • Deathless Spirit: Particularly strong-willed caelephilim possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
  • Exalted Resistance: A caelephilim with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
  • Halo Some caelephilim possess the ability to manifest halos. A caelephilim with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
  • Heavenborn:** Born in the celestial realms, caelephilim with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.
  • Immortal Spark: Caelephilim with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
  • Incorruptible: Occasionally, caelephilim arise with the ability to further ward away evil. Caelephilim with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If a caelephilim uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
  • Lost Promise: While many view caelephilim’s beauty and celestial powers as a gift, in some communities a caelephilim might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the caelephilim retains an evil alignment, she gains the maw or claw malephilim alternate racial trait. This racial trait replaces the spell-like ability racial trait.
  • Scion of Humanity: Some caelephilim’s heavenly ancestry is extremely distant. A caelephilim with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
  • Truespeaker: There are some caelephilim whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Amplified Radiance Teamwork Caelephilim, daylight racial spell-like ability Shed an aura of light when near allies who share this feat.
Angel Wings Angelic Blood, caelephilim, character level 10th Grow wings and gain a fly speed.
Angelic Blood Con 13, caelephilim Gain a bonus against evil spells and on stabilize checks.
Angelic Flesh Angelic Blood, caelephilim Gain one of a number of celestial effects.
Blinding Light Combat Inner Light, caelephilim, daylight spell-like ability. Whenever an enemy unsuccessfully attempts to counter or dispel your daylight spell-like ability, it must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for 1 round as its mind is overwhelmed with celestial light. This is a supernatural mind-affecting effect.
Celestial Servant Caelephilim, animal companion, familiar, or mount class feature Your companion, familiar, or mount becomes a celestial creature.
Channel Force Channeling Caelephilim, channel energy 2d6 Move a single target when you channel energy to deal damage.
Channel Force, Greater Channeling Caelephilim, Channel Force, Improved Channel Force, channel energy 6d6 Move all enemies in a burst when you channel energy to deal damage.
Channel Force, Improved Channeling Caelephilim, Channel Force, channel energy 4d6 Move all enemies in a line or cone when you channel energy to deal damage.
Heavenly Radiance Caelephilim, daylight spell-like ability, sufficiently high level (see description) Gain additional spell-like abilities.
Inner Light Caelephilim, daylight spell-like ability Whenever you cast your daylight spell-like ability, you do so as if your CL were one higher. Whenever an enemy successfully counters or dispels your daylight spell-like ability, you and any allies within a 20-foot radius gain darkvision 60 feet for a number of rounds equal to your character level. This is a supernatural effect.
Metallic Wings Angelic Blood, Angelic Flesh, Angel Wings, caelephilim, character level 11th Gain wing attacks with your angelic wings.
Revered Guidance Caelpehilim, must be taken at 1st level Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.
Sunlit Strike Arcane Strike, daylight spell-like ability Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you’ve imbued with your Arcane Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round.
Supernal Feast Con 15, caelephilim Whenever you are adjacent to a good outsider that takes bleed or blood drain damage, you gain 1 temporary hit point as you bathe in the celestial being’s gore. Furthermore, as a full-round action, you can feast on the fallen body of a good outsider that has been dead no longer than 24 hours. When you do, you regain 1 temporary hit point per Hit Die the outsider possessed at a rate of 1 hit point per minute. Temporary hit points gained from this feat last 1d4 hours.
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