Half-Celestial/Human* (CR 11)
Medium Outsider (Augmented Humanoid and Native)
Alignment: Always lawful good
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +7
AC: 24 (+1 Dex, +2 natural, +11 +2 mithral breastplate and +2 heavy steel shield), touch 11, flat-footed 23
Hit Dice: 9d10+36 (90 hp); DR: 5/magic
Fort +14 (+18 vs poison), Ref +8, Will +10
Speed: 30 ft., fly 90 ft. (good)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +14
Attack: +2 bastard sword +17 melee or masterwork composite longbow (+4) +11 ranged
Full Attack: +2 bastard sword +17/+12 melee or masterwork composite longbow (-4) +11/+6 ranged
Damage: +2 bastard sword 1d10+7/19-20, masterwork composite longbow (+4 Str bonus) 1d4+4/x3
Special Attacks/Actions: Daylight, smite evil, spells, spell-like abilities, turn undead 7/day
Abilities: Str 20, Dex 12, Con 18, Int 10, Wis 16, Cha 18
Special Qualities: 9th lvl paladin, Aura of courage, aura of good, detect evil, divine grace, divine health, immunity to disease, lay on hands, resistance to acid 10, cold 10 and electricity 10, remove disease 2/week, SR 19, turn undead 7/day
Feats: Exotic Weapon Proficiency (bastard sword); Flyby Attack; Improved Natural Armor; Power Attack; Weapon Focus (bastard sword)
Skills: Concentration +13, Diplomacy +13, Ride 11, and Spot +7
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary
Treasure/Possessions: Standard
Source:
Monster Manual
Daylight (Su): Half-celestials can cast daylight as the spell at will as a standard action.
Smite Evil (Su): Twice per day, this half-celestial paladin may attempt to smite evil with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 9 points of extra damage (1 per paladin level) if the attack hits. If he accidentally smites a creature that is not evil, the smite has no effect a but it is still used up for that day.
Also, once per day this half celestial paladin can make a normal melee attack with no additional bonus to deal 9 points of extra damage against an evil foe (this is a benefit of the half celestial template.)
Spell-like Abilities (Half-Celestial): 3/day - protection from evil; 1/day - aid, bless, cure serious wounds (DC17), dispel evil (DC 19), holy smite (DC 18), neutralize poison, remove disease. Caster level 9th. The save DCs are Charisma based.
Turn Undead (Su): This has paladin turns undead as a 6th-level cleric.
Aura of Courage (Su): This paladin has immunity to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
Aura of Good (Ex): This half celestial paladin radiates a strong aura of good (see the detect good spell) as the 9th level cleric of a good deity.
Detect Evil (Sp): At will, this paladin can use detect evil, as the spell.
Divine Grace (Su): This paladin applies his Charisma modifier as a bonus can all saving throws.
Divine Health (Ex): This paladin has immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Lay on Hands (Su): This paladin can cure up to 36 points of damage per day.
Remove Disease (Sp): Half-celestial paladins can use remove disease twice per week as a spell-like ability (this is the paladin's class feature) A half-celestial also has the ability to use remove disease as a half-celestial spell-like ability (see above).
Typical Paladin Spells Prepared (2/1; save DC 13 + spell level); 1st - bless weapon, divine favor; 2nd - bull's strength.
The half-celestial paladin strives to meet his foes in blade-to-blade combat, resorting to flyby attacks only when confronted by a number of dangerous foes. Against a powerful evil creature, the half-celestial paladin readies himself for close combat with his spells and spell-like abilities, and then makes good use of his ability to smite evil.
Augmented Subtype
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
Native Subtype
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.