Races: Caelephilim

Ethnicities


Languages


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Racial Traits


Standard Traits (12 or 10 CP)

  • 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 -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is reduced to 1/4 sqr. (0 or -2 CP)
  • 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. These resistances increase by 5 each at 5th Hit Die, and every 5 HD after. (6 CP)

Magical Racial Traits

  • Heavens' Light: Caelephilim can use daylight a number of times per day equal to their total Hit Dice as a spell-like ability (caster level equal to the caelephilim’s total HD). (4 CP)

Senses Racial Traits

  • Darkvision: Caelephilim have darkvision 60 feet. Their darkvision range increases by 30 feet at 7th Hit Die, and another 30 feet every 7 HD after. (2 CP)

Alternate Physical Traits

  • Agathion-Blooded (Idyllkin): This caelephilim descends from an agathion. As an idyllkin, she can use summon nature’s ally a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • Angel-Blooded (Angelkin): This caelephilim descends from an angel. As an angelkin, she can use alter self a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • Archon-Blooded (Lawbringers): This caelephilim descends from an archon. As a lawbringer, she can use continual flame a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • Azata-Blooded (Musetouched): This caelephilim descends from an azata. As a musetouched, she can use glitterdust a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • Deathless Spirit: Particularly strong-willed caelephilim possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage which increases by 5 at character level 5th, and every 5 levels after. They do not lose hit points when they gain a negative level, and they gain a racial bonus equal to their half of their character level 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 twice her character 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.
  • Garuda-Blooded (Plumekith): This caelephilim descends from a garuda. As a plumekith, she can use see invisibility a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • 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, using their character level as their caster level. When using her halo, she gains a racial bonus equal to her character level 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 racial bonus equal to their character level on Knowledge (planes) checks and they cast spells with the good or light descriptor at one and a half times their caster level. This racial trait replaces spell-like ability.
  • Immortal Spark: Caelephilim defy the powers of death. They gain a racial bonus equal to half of their total HD on saving throws against death effects, and can use lesser age resistance a number of times per day equal to their total HD as a spell-like ability, using their total HD as their caster level. This replaces heavens' light. (5 CP)
  • Incorruptible: Occasionally, caelephilim arise with the ability to further ward away evil. Caelephilim with this racial trait can cast corruption resistance against evil a number of times per day equal to their character level as a spell-like ability, using their character level as their caster level. If a caelephilim uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces spell-like ability.
  • Lantern Spirit: Your celestial ancestor was a lantern archon for centuries before ascending to a higher rank. You feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a simple action instead of a standard action. This replaces spell-like ability.
  • Lillend’s Harp: Your ancestor was a lillend, a being of exceptional grace and singular musical talent. You gain a racial bonus equal to your character level on Perform (string) checks. This bonus increases by half when you make a Perform check as part of a bardic performance. This replaces spell-like ability.
  • 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.
  • Peri-Blooded (Emberkin): This caelephilim descends from an peri. As an emberkin, she can use pyrotechnics a number of times per day equal to her character level as a spell-like ability, using her character level as her caster level. This replaces spell-like ability.
  • Planetar’s Visions: Ever since you were a child, you’ve experienced vivid dreams of cutting down hordes of shrieking, twisted demons. Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider’s damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature’s damage reduction to below 0). This replaces spell-like ability.
  • Selective Health: You are resistant to most illnesses that strike those around you, but vulnerable to the contagions of evil. You gain a racial bonus equal to your character level on Fortitude saves against diseases. However, whenever you must make a Fortitude saving throw against a disease inflicted by an undead creature or evil outsider (such as mummy rot or a vrock‘s spores), you do not gain this bonus, and instead suffer disadvantage on your Fortitude save. This replaces immortal spark.
  • 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.
  • Speech of the Wilds: Like your agathion ancestor, you have a knack for communicating with other creatures, and you are adept at breaking down language barriers. You can speak one extra language, plus another one at 5th character level and every 5 levels after. This replaces spell-like ability.
  • Toxophilite: You’ve inherited some of your celestial ancestor’s prowess with the bow. You gain a racial bonus equal to your character level on attack rolls made to confirm critical hits with bows. This replaces spell-like ability.
  • Variant Spell-Like Ability: The caelephilim is born with an alternate spell-like ability instead of daylight. Select one of the following alternate abilities. This replaces spell-like ability.
    • You can channel 1d6 points of positive energy a number of times per day equal to your character level as a supernatural ability.
    • You can use stabilize a number of times per day equal to your character level as a spell-like ability.
    • As a simple action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.
    • A number of times per day equal to your character level, you can drink a flask of holy water to heal 1d6 hit points.
    • You possess taloned fingers that act as 2 claw natural weapons and deal 1d4 points of damage. Their damage increases by 1 size at 5th level and every 5 levels after.
    • You possess the unnatural aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier.
    • A number of times per day equal to your character level, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
    • You can cast spear of purity a number of times per day equal to your character level as a spell-like ability.
    • You can cast create water a number of times per day equal to your character level as a spell-like ability.
    • You gain sonic resistance 5. This resistance increases by 5 at 5th level, and every 5 levels after.
    • A number of times per day equal to your character level, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
    • A number of times per day equal to your character level, for 1 minute, you can understand and be understood by any creature as though using tongues.
    • Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without disadvantage on your attack rolls, and instead gain a racial bonus equal to half of your character level on attack rolls with that weapon to deal nonlethal damage.
    • You gain a racial bonus equal to half of your character level on saving throws against charm effects.
    • You can cast shield other a number of times per day equal to your character level as a spell-like ability.
    • You can cast aid a number of times per day equal to your character level as a spell-like ability.
    • Non-magical insects never bite or sting you unless magically compelled to do so.
    • A number of times per day equal to your character level, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
    • A number of times per day equal to your character level, you can sing for 10 minutes to put one willing creature to sleep. Any creature that falls asleep to the sound of your song is protected from nightmare and similar spells for the duration of its rest.
    • You gain a racial bonus equal to half of your character level on saving throws made against fear effects.
    • A number of times per day equal to your character level, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + your level.
    • You can cast weapon of awe a number of times per day equal to your character level as a spell-like ability.
    • You can understand any written material as though under the effects of comprehend languages.
    • You gain a racial bonus equal to your character level on saving throws against spells and effects that would cause you to become dazzled.
    • You can cast augury a number of times per day equal to your character level as a spell-like ability.
    • You can cast zone of truth a number of times per day equal to your character level as a spell-like ability.
    • Any creature that bites you must succeed at a Fortitude save at DC 10 + your character level or become sickened for 1d4 rounds.
    • Any good creature you call via summon monster remains for a number of rounds equal to your character level longer than usual.
    • You gain a racial bonus equal to your character level on saving throws to remove any temporary negative levels you possess.
    • You are immune to undead creatures’ create spawn special ability.
    • You can cast whispering wind a number of times per day equal to your character level as a spell-like ability.
    • Your tears cure disease. You can cast remove disease a number of times per day equal to your character level as a spell-like ability.
    • You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
    • If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works a number of times in your lifetime equal to your character level.
    • Your kiss invigorates others. A number of times per day equal to your character level, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
    • You gain a racial bonus equal to half of your character level on saving throws made against curses.
    • You gain fire resistance 5. This resistance increases by 5 at 5th level, and every 5 levels after.
    • You heal double the normal amount of hit points while resting.
    • You can cast mending a number of times per day equal to your character level as a spell-like ability.
    • When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal extra points of temporary ability damage equal to your character level.
    • You can cast blessing of courage and life a number of times per day equal to your character level as a spell-like ability.
    • A number of times per day equal to your character level as a simple action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.
    • You gain a racial bonus equal to half of your character level on saving throws made against disease.
    • If you die, your body can never be reanimated as an undead creature.
    • You can summon a good outsider a number of times per day equal to your character level as though by summon monster.
    • You can speak to horses and other equine animals.
    • You gain DR/magic equal to half of your character level.
    • You can cast compassionate ally a number of times per day equal to your character level as a spell-like ability.
    • You have a natural fly speed of 20 feet (clumsy). At 5th Hit Die, and every 5 HD after, you can choose to either increase your fly speed by 10 feet or increase your maneuverability by one step (up to perfect).

Cultural Traits

  • Adrift: You never felt like you belonged in your family. You were different, an outsider, and you grew up unable to bond with the people around you. Now, as an adult, you are still a little odd and others have a hard time understanding what makes you tick. You receive a racial bonus equal to half of your character level on saving throws made to resist charm and compulsion effects.
  • Bralani’s Step: Your ancestor was a bralani, an azata known for its untamed speed in battle. When in combat, you feel a fierce surge of energy through your limbs. You may move an additional 5 feet as part of a move action a number of times per day equal to your character level.
  • Burnished Skin: Sometime during your adolescence, you suffered severe burns in a devastating fire. Along with your scars, you developed the uncanny ability to tell what is and isn’t real. You gain a racial bonus equal to your character level on saving throws made to disbelieve illusions.
  • Celestial Community: Having been raised among other aasimars, you have a stronger connection to your planar heritage than most of your kind, and have more thoroughly explored your magical talent. You may expend your spell-like ability to spontaneously cast cure light wounds (CL equal to your character level), but doing so is draining and you take an amount of nonlethal damage equal to half the number of hit points you heal.
  • Celestial Crusader: Some caelephilim follow their destiny to war against the powers of ultimate evil. These individuals gain a racial bonus equal to half of their character level on attack rolls and to AC against evil outsiders and a racial bonus equal to their character level 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.
  • Celestial Tracker: You share the same talent for tracking evildoers that your angelic ancestor possessed. You gain a racial bonus equal to your character level on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks.
  • Clergy Member: You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity. You are treated with respect and graciousness whenever you visit a temple of your faith. You receive a racial bonus equal to your character level on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a non-magical item worth 50 gp or less.
  • Crusading Magic: Many caelephilim feel obligated to train to defend the world against fiends. These caelephilim gain a racial bonus equal to half of their character level on caster level checks to overcome spell resistance and on Knowledge (planes) checks.
  • Enlightened Warrior: You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.
  • Ethical Leader: You attract followers who agree with your philosophical outlook on life. Your followers and cohorts are more willing to serve you because of their confidence in your strong moral position. You gain a racial bonus equal to half of your character level to your Leadership score if all your cohorts and followers have an alignment within one step of your alignment.
  • Faith Healer: You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you’ve found ways to ethically justify your work. You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a racial bonus equal to your character level on Heal checks.
  • Good Influence: You possess an innate ability to motivate and inspire others to do the right thing. You gain a racial bonus equal to your character level on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
  • Innocent: No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
  • Martyr’s Blood: You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a racial bonus equal to half of your character level on attack rolls against evil foes.
  • Planar Negotiator: You are skilled at convincing outsiders that you require their aid. Whenever you cast lesser planar ally, planar ally, or greater planar ally, you receive a 10% discount on the monetary cost required by the summoned outsiders. This bonus has no effect on services the outsiders may demand in order to strike a bargain.
  • Pyromancer: You’re especially adept at casting flame-based spells. You gain a racial bonus equal to half of your character level on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.
  • Skilled: Caelephilim have a racial bonus equivalent to their character level on Diplomacy and Perception checks.
  • Snake Hater: You’ve always loathed serpents and other slithering monsters, ever since you can remember, and have studied them extensively. You gain a racial bonus equal to your character level on all Knowledge checks to identify creatures that have no legs, and a racial bonus equal to half of your character level on attack rolls and damage rolls against such creatures.
  • Truespeaker: There are some caelephilim whose language transcends all boundaries. They gain a racial bonus equal to their character level on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
  • Wary: You grew up around people who were jealous of and hostile toward you. Perhaps your parents were not pleased to have a child touched by the divine—they may have berated or beaten you, or even sold you into slavery for an exorbitant price. You grew up mistrustful of others and believing your unique appearance to be a curse. You gain a racial bonus equal to your character level on Disguise and Sense Motive checks.

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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