Celestial Heritage

Angels and other good-aligned outsiders are a bit more discriminating than their counterparts when it comes to interbreeding with mortals, but it does happen. Often, divine beings are the ones who do the breeding, and the celestial sorcerer comes along several generations later, after the bloodline has been diluted.

As with fiendish sorcerers, members of any race can have a celestial heritage. They tend toward neutral or good aligments, and tapping into their heritage to unlock greater power pulls them further toward good than evil. Celestial sorcerers' spells are generally clerical and paladin, flavored with bardic, druidic, and wizard by individual preference.

A sorcerer with the Celestial heritage can choose from the following powers.

Aura of Power (Su): The sorcerer gains an aura of power, a manifestation of her will and inner strength, which provides her with a measure of protection. The aura of power is a semi-visible hemisphere of energy whose color is related to the sorcerer's alignment – gold for lawful, silvery for neutral, or bronze for chaotic – that extends in a 1-foot radius. It can be called into being by simple act of will as a move action, 3 times per day; it lasts for 1 minute per class level.

At 1st level, the aura grants the sorcerer a +2 deflection bonus to Armor Class and a +2 resistance bonus to saves against attacks made or effects created by evil creatures.

At 6th level, the aura grants acid and electricity resistance 10.

At 11th level, the aura extends out to 10 feet around the sorcerer and provides the Armor Class and save bonuses to any allies in its area of effect.

At 16th level, the aura provides a +4 bonus to Armor Class and saves, and major spell resistance against evil spells and spells from evil sources. These bonuses apply only to the sorcerer, but the aura still provides the lesser bonuses to allies (see above).

Clarion Call (Su): A celestial sorcerer can call upon her outsider heritage to infuse her words with divine power. All saves against the clarion call are Will, DC 10 + 1/2 class level + Cha modifier. Clarion call is a sonic, mind-affecting power that can be used 3 + Cha bonus times per day.

At 1st level, the sorcerer can issue a command (as the spell, but up to 3 words) in a ringing tone to a single creature, which must be within 30 feet and able to hear her. If it fails the save, it must follow the command, if possible, for the next round. If it cannot comply, the use of the ability is wasted.

At 6th level, the sorcerer's words become more powerful; those of good alignment within 60 feet hearing her battlecry gain a +2 morale bonus to all rolls for the next minute, and those of evil alignment must make Will saves or be shaken with fear and suffer a -2 penalty to all rolls for 1 minute.

At 11th level, the sorcerer can command a number of creatures equal to her Charisma bonus; all of them must be within 60 feet and able to hear her.

At 16th level, the sorcerer can speak a holy word once per day. This takes one use of the clarion call power.

Divine Light (Su): A Celestial sorcerer can draw upon the power in her veins as a free action. A sorcerer holding divine light is easy to spot – her eyes glow golden, and her hair moves slightly, even if there is no wind, and she glows with a positive energy aura if spells or effects that detect magic are used. While channeling this energy, the sorcerer can't cast any spells or use spell-like abilities, as it would interfere with her control.

This ability is usable 3 + Charisma bonus times per day. She can let the divine light drain away at any time (this doesn't count as a use), unleash it as a bolt of energy, or make a touch attack, healing living creatures or damaging undead ones. Releasing the energy is a free action; using a bolt or touch attack is a standard action.

An energy bolt is a ray of white-gold energy that can strike a creature within 40 feet and deals 1d6 points of positive energy damage per 2 class levels, plus her Charisma bonus. Undead take +2 points per die of damage. The sorcerer must make a ranged touch attack to hit; there is no save to mitigate the damage, but spell resistance allows a Fort save (DC 10 + 1/2 class level + Cha modifier) for half damage.

If the sorcerer chooses to make a touch attack, she heals 2d6 + Cha bonus points of damage to a living being, or inflicts that much damage to an undead one. Additionally, the undead must make a Will save (DC 10 + 1/2 class level + Cha bonus) or be turned – if its ECL is equal or less than to the sorcerer's class level -6, it is destroyed; otherwise, it flees for 1 minute.

Summon Celestial Ally (Su): Three times per day, the sorcerer can call upon her celestial relatives for aid. The DM can choose a celestial creature or an appropriate angel or archon; the creature's ECL cannot exceed the sorcerer's class level, and it cannot be a unique being in any case. The sorcerer can summon a specific being (a bralani or celestial lion, for instance), but this requires a Concentration check (DC 10 + ECL), and the above restriction applies. The creature is under the sorcerer's control and remains for 5 rounds, +1 round per 3 class levels, or until it is slain or dismissed, then vanishes.

Heritage Abilities

As a Celestial sorcerer gains levels, she can increase the power of her abilities, but this power manifests itself as changes to her physical form. At each level of change, the sorcerer must make a Will save (DC 15, +5 per level after the first) or suffer an alignment shift of one step toward good.

Level I: The sorcerer's eyes change to gold, and she gains low-light vision. Her innate powers are adjusted as follows:

  • The DC for the Will save against the sorcerer's clarion call increases by +2.
  • The range of her energy bolt increases by 10 feet.

Level II: The sorcerer's hair turns gold or silver, and she gains a +1 bonus to Strength. Her innate powers are adjusted as follows:

  • The ECL of creatures she can summon increases to class level +1.
  • She can infuse her spells with divine light; for damage-dealing spells, 1 point per die is changed to divine damage. There is no save to avoid this damage. A spell infused with divine light is easy to spot, as the energy is laced with gold and white.

Level III: The sorcerer gains resistance to acid and electricity 5, and her innate powers are adjusted as follows:

  • The amount of damage she can heal or inflict with her divine light touch attack increases to 3d6 + Cha bonus.
  • When using her clarion call ability, all evil creatures within 20 feet must make Will saves or be shaken for 1d6 rounds from the sorcerer's power. This does not apply to the holy word.
  • The range of her energy bolt increases by 10 feet.

Level IV: The sorcerer's skin turns golden or white and becomes tougher; she gains a +1 bonus to natural armor and a +4 racial bonus to Diplomacy checks. Her Con score increases by +1, and her innate powers are adjusted as follows:

  • The ECL of creatures she can summon increases to class level +2.
  • Her aura of power grants even greater benefits; if an evil creature makes a successful melee attack against her, it is permanently blinded (a DC 20 Fort save negates).
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