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Celestial Host

Alignment: Any Good (some exceptions)

Hit Die: d8

Requirements To qualify to become a Celestial Host, a character must fulfill all the following criteria.

Race: Angel

Good aligned Demons whom have atoned for their sins and have been accepted by angels can qualify for this as well so long as they meet the remaining prerequisites.

Base Attack Bonus: +5

Spells: Ability to cast 3rd level spells

Feats: Leadership

Class Skills

The Celestial Host's class skills (and the key ability for each skill) are Climb (Str), Acrobatics (Dex), Perception (Wis), Diplomacy (Cha), Intimidate (Cha), Craft (int), Gather Information (Cha), Swim (Str), Sense Motive (Wis), Any 2 Knowledge skills, and any 1 Martial Knowledge skill.

Skill Ranks at Each Level: 4 + Int modifier.


Table: Celestial Host

 

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per day

Techniques Readied

1st

+0

+0

+1

+1

Divine Justice, Right to Evil, Aura, Elemental Domain

+1 level of existing class

---

2nd

+1

+1

+1

+1

Celestial Inspiration (+1)

+1 level of existing class

---

3rd

+2

+1

+2

+2

Enemy of Evil, Divine Justice

+1 level of existing class

+1 level of existing class

4th

+3

+1

+2

+2

Celestial Inspiration (+2)

+1 level of existing class

---

5th

+3

+2

+3

+3

Divine Skill, Divine Justice

+1 level of existing class

---

6th

+4

+2

+3

+3

Celestial Inspiration (+3)

+1 level of existing class

+1 level of existing class

7th

+5

+2

+4

+4

Divine Justice, Improved Divine Skill

+1 level of existing class

---

8th

+6

+3

+4

+4

Celestial Inspiration (+4)

+1 level of existing class

---

9th

+6

+3

+5

+5

Divine Justice

+1 level of existing class

+1 level of existing class

10th

+7

+3

+5

+5

Archangel's Might, True Sacrifice

+1 level of existing class

+1 level of existing class


Class Features

All of the following are class features of the Celestial Host prestige class. Weapon and Armor Proficiency: A Celestial Host gains no weapon proficiencies.

Right to Evil (Ex)

Add the Celestial Host's evilties to the list of evilties you can purchase.

Spells per day/ Techniques Readied (Ex) At every level a Celestial Host gains the ability to cast spells as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. At levels 3, 6, 9, and 10 you gain extra readied techniques as if you had leveled up in the same class you have chosen for your spells. You do not learn new techniques from this and must still train to learn them just as before.

Elemental Domain (Su) A Celestial host can choose one of these domains. Fire, Wind, Ice, Star. They gain the abilities of this domain as if they were a cleric of their celestial host level + 1/2 their other levels. If they have cleric levels, they are counted in full as well.

Aura of Courage (Su) At 1st level, a Celestial Host is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Celestial Host is conscious, not if she is unconscious or dead. This increases by 10 feet for every 5 levels the Celestial Host possesses.

Divine Justice (Ex)

A Celestial Host learns to harness true celestial powers that allow them to stand against even the most dangerous of foes. The Celestial Host can select one every time she gains the Divine Justice on the table above. Each one can be selected once unless it says otherwise in the description.

Angel Armor: You gain a +1 deflection bonus to your armor class that stacks with all other deflection bonuses. This can be taken more than once.

Fast Healing: You gain Fast healing 2. This can be taken more than once.

Thick Skinned: You gain Damage Reduction 2 overcome by nothing. This can be taken more than once.

Resistance: You gain resistance 5 to any two elements. This can be taken more than once.

Supremacy: You gain a +2 bonus to any Ability score. This can be taken more than once, but only once for every ability score.

Angel Swiftness: All of your movement speeds increase by +10 feet.

Quell Rage: You can use Calm Emotions as per the spell. This effects creatures within 10 feet per Angelic Host level.

Magical affinity: You gain an additional spell slot per day. This can be taken more than once, but never more than once for each spell slot.

Superior Skill: Choose one skill, you gain a +6 overlord bonus to that skill. This can be taken more than once, but only once for each skill.

Extension Aura: This increases all of your Aura Abilities by 10 feet.

Angel's Smite: Once Per day, a Celestial Host can smite any one creature as per the Paladin ability (But isn't limited to evil), using her Celestial Host level + 1/2 their other class levels to determine it's damage.

Evasion: You can utilize the effects of Evasion. This cannot be chosen until level 3.

Improved Evasion: You can gain the effects of Improved Evasion. This cannot be chosen until level 5.


Supreme Health: Once per day as an immediate action you can choose to heal 10 hit points per Celestial Host level. For every time you take this you gain another use.

Improved Supreme Health: Your ability to heal increases to 20 hit points per celestial host level. You must have Supreme health and be at 10th level to take this.

Great Protection: All allies within 30 feet of you gain a +1 bonus to their saving throws and a +1 divine bonus to armor class.

Celestial Inspiration (Su)

A Celestial host grants all allies within her aura a +1 morale bonus to attack and damage rolls. At 4th level this increases to +2 and allies are immune to stunning, at 6th level this increases to +3 and allies are immune to being blinded or sickened, and at 8th level this increases to +4 and allies gain Fast healing 1.

Enemy of Evil (Su)

At 3rd level, All enemies within the Celestial Host's Aura  must make a will save DC: 10 + Celestial Host level + Relevant spell casting Modifier or be shaken for 1d6+1 rounds. Creatures who fail their saving throw are also effected by a Bestow Curse spell. If you succeed you cannot be effected by the same Celestial Host's Enemy of Evil ability again for 24 hours.

Divine Skill (Su)

At 5th level, the archangel gains a divine skill that it can use to aid it's allies. This skill can be selected from the following List. Once selected, it cannot be changed.

Angel Healing (Su): A number of times per day equal to 3+Relevant spell casting Modifier, The angel can spend a standard action to heal 1 creature within its aura. This heals the creature for 1d6+1 damage per level (Max 1d6+20). This is counted as a cure spell for the effects of abilities that only effect cure spells.

Last Supper (Su): A number of times per day equal to 3+Relevant spell casting Modifier, the angel can whip up a delicious meal and fling it to anyone within their aura as a standard action. Creatures that eat the lunch instantly recover from any of the effects of starvation or hunger. In addition, the creature recovers from the fatigued, exhausted, and staggered condition. Even if the condition cannot be changed through magic, it's time required to rest is instead cut in half.

Sacrifice (Su): A number of times per day equal to 3+Relevant spell casting Modifier, the angel can protect anyone within their aura. As a standard action, the Angel selects a number of creatures in it's aura equal to its Relevant spell casting Modifier, he takes damage for these creatures. If the creatures are all hit by the same attack he only takes damage once. Regular attacks that target the creatures in combat must bypass the creature's resistances and damage reduction, however any of those values are cut in half.

Mystic Breath (Su): A number of times per day equal 3+Relevant spell casting Modifier, you can stagger enemies who step into your aura. As a standard action, a number of enemies equal to your Relevant spell casting Modifier must make a will saving throw DC: 10+1/2 Celestial Host level+ Relevant spell casting Modifier or be staggered for 1 round.

Apocalypse (Su): Once per day for every 3 levels you possess in celestial host, you can destroy enemies within your aura. As a standard action, number of creatures within your aura equal to your Relevant spell casting Modifier must make a fortitude saving throw DC: 10+1/2 Celestial Host level+ Relevant spell casting Modifier or take 10 damage per character level (Max 250). A successful saving throw deals 5d6 damage to the creature instead. This can be used once per encounter.

Heaven's Wrath (Su): Once per day for every 3 levels you possess in celestial host, you can choose to invigorate your allies in combat. As a standard action, you can grant any one ally within your aura an extra standard action. This action can be taken on the ally's turn, or immediately.

Swiftness (Su): Once per day for every 3 levels you possess in celestial host, you can choose to invigorate your allies or yourself, and grant a divine speed. As a standard action, you can grant any one ally within your aura an extra move action. This action can be taken on the ally's turn or immediately and provokes no attacks of opportunity.

Divine Teleport (Su): A number of times per day equal to 3+Relevant spell casting Modifier, the angel can choose to change places with any creature within its aura. As an immediate action, the angel can swap places with an ally. If the ally doesn't want to go it gets a will save DC: 10+1/2 Celestial Host level+ Relevant spell casting Modifier to resist. If the creature was being targeted by an effect, the angel is now targeted by said effect instead.

Improved Divine Skill (Su) At 7th level, the archangel gains another divine skill. This skill can be selected from the following List. Once selected, it cannot be changed.

Healing Zone (Su): Once per day for every 3 levels you possess in celestial host, you can heal creatures within your aura. As a standard action, a number of allies equal to your Relevant spell casting Modifier within your aura heal a number of hit points equal to your Relevant spell casting Modifier every round for 1 round per 2 Celestial host levels.

Refreshing Zone (Su): Once per day for every 3 levels you possess in celestial host, you can restore spell and technique slots that have been used. As a standard action, a number of creatures within your aura equal to your relevant spell casting modifier gain back one technique slot or one spell slot they have used that day. This spell slot must be one of at least 2 levels lower than the highest spell slot you possess, and the technique you perform with your technique slot must be at least 2 levels lower than the highest level of technique you can perform.

Defense Up Zone (Su): Once per day for every 3 levels you possess in celestial host, you can grant allies within your aura a defensive boon. As a standard action, A number of creatures within your aura equal to your relevant spell casting modifier, subtract all damage they take by a number equal to your celestial host levels before applying resistances or damage reduction. If struck by a critical hit, this bonus increases by 5 for every multiplier in the weapon's multiplier. This lasts for 1 round per Celestial Host level.

Attack Up Zone (Su): Once per day for every 3 levels you possess in celestial host, you can grant allies within your aura an offensive boon. As a standard action, A number of creatures within your aura equal to your relevant spell casting modifier, gain a bonus to attack and damage equal to 1/2 your celestial host level. This damage is multiplied during a critical hit. This lasts for 1 round per Celestial Host level.

Burst Zone (Su): Once per day for every 3 levels you possess in celestial host, you can grant allies within your aura stronger equipment. As a standard action, A number of creatures within your aura equal to your relevant spell casting modifier gain a bonus to either their armor, shield, or weapon. The ally effected gains a +1 bonus to their weapon, armor, or shield. The bonus increases by +1 for every 3 levels you possess in Celestial host. These bonuses can be applied to weapons, armor, and shields even if it would raise their effective enhancement beyond +10, or their modifier beyond +5. If this does so the weapon is treated as epic for overcoming Damage reduction. These bonuses can be used to apply any armor, weapon, or shield enhancement to the item, however you cannot select evil enchantments such as Unholy. This lasts for 1 round per Celestial Host level.

Damaging Zone (Su): Once per day for every 3 levels you possess in celestial host, you can tear apart creatures apart who step into your aura. As a standard action, A number of enemies within your aura equal to your relevant spell casting modifier, take a number of damage equal to your twice your Celestial Host level. This damage is not negated by damage reduction. Any creature who ends it's turn within your aura takes this damage. This lasts for 1 round per celestial host level.

Evasion Zone (Su): Once per day for every 3 levels you possess in celestial host, you can grant allies within your aura a great nimbleness in battle. As a standard action, A number of creatures within your aura equal to your relevant spell casting modifier gain a miss chance from attacks. You gain a 5% miss chance for every level the angel possesses in Celestial host. This lasts for 1 round per level.

EXP Up Zone (Su): Once per day for every 3 levels you possess in celestial host, you can grant allies within your aura more experience from their battles. As a standard action, A number of creatures within your aura equal to your relevant spell casting modifier gain a number of bonus experience equal to 10 x encounter CR at the end of the battle.

True Sacrifice (Su) At 10th level, in a final selfless act, a Celestial Host can draw in his entire being, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the Celestial Host's character level. When the Celestial Host does this, he is truly and utterly destroyed. A Celestial Host destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the Celestial Host’s name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space.

Archangel's Might (Su) At 10th level an Archangel reaches the pinnacle of it's strength.

You gain a +6 Morale Bonus to Strength and Constitution, a +3 bonus to Natural armor, your darkvision increases by 60 feet and you gain Spell Resistance 20+ your Celestial host level + 1/2 any other levels. All weapons deal damage as if they were one size larger. In addition you gain an additional ability depending on which you choose. Once chosen the first time it can never be altered.

•  Anarchic aspect: You gain the following abilities: an additional +2 bonus to Constitution, damage reduction 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming Damage Reduction.

•  Axiomatic aspect: You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-aligned for the purpose of overcoming Damage Reduction.

•  Celestial aspect: You gain the following abilities: a +2 bonus to Dexterity, damage reduction 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage resistance (damage reduction?).

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