Celestial Disciple
The Celestial Disciple is a mortal who has been blessed by celestial powers either by birthright or by experience. Celestial disciples represents prophets and saints who become more celestial over time.
Role: Disciples of Perfection perfect the role in which they've chosen, ensuring that they make fewer mistakes and strive for excellence in whatever role they already perform.
Hit Die: d8.
Saves: Good Fortitude and Will
Requirements
To qualify to become a celestial disciple, a character must fulfill all the following criteria.
Alignment: Celestial disciples must be good-aligned. A character that loses their good-alignment or commits an evil act immediately loses all magical abilities from this class until they gain the benefit of an atonement spell with a tier equal to or greater than their celestial disciple level and regain a good alignment.
Class: Must be able to cast divine spells and have at least one of the following: Cleric Domain, Oracle Mystery, Paladin Smite Evil, Sorcerer Celestial Bloodline. Upon acquiring this class, they select one of these features as their primary Celestial Disciple ability.
Special: Must have had a friendly encounter with a celestial being.
Class Skills
The celestial disciple’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Wis), Survival (Wis), Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.
Celestial Traits: At 1st level, a celestial disciple gains low-light vision and Darkvision out to 60 feet. If they already had Darkvision, they extend it by 30 feet instead. They also gain damage reduction/magic and resistance to acid, cold, electricity, fire, and sonic damage equal to your celestial disciple level. This stacks with resistance gained from racial traits and class features but not with spells. You also gain an innate bonus to saving throws against disease, petrification, and poison equal to half your celestial disciple level.
Attribute Boosts (Su): At 2nd level, a celestial disciple gains a +2 bonus to one attribute of their choice. Every level thereafter, they gain an additional +2 to one attribute of their choice to a maximum of +4 to any one attribute from this feature.
Favored Class: At 1st level, a celestial disciple chooses one class they have levels in that granted them one of the following abilities: celestial bloodline, channel energy, domain, mystery, or smite evil. They add their celestial disciple level to their effective caster level and class level in the chosen class for the purposes of determining caster level with spells from this class as well as their effective class level for the purposes of these features from the chosen class. For example, a celestial disciple that chose sorcerer, would continue to gain additional sorcerer spells at odd levels in this class and would continue to gain bloodline feats, bloodline powers, and bloodline spells as if their celestial disciple level were continued sorcerer levels. So a character that as Sorcerer 5, Celestial Disciple 5 would only have up to 4th-level sorcerer spells, but they'd be caster level 10th and have celestial bloodline feats, bloodline powers, and bloodline spells as if they were a 10th-level sorcerer.
Celestial Feature
At 2nd level, and every 2 levels thereafter, a celestial disciple gains one celestial feature of their choice from the list below, provided they meet the prerequisites.
Aura of Menace (Su): As a swift action, you can spend 1 MP/level to gain an aura of menace for 1 minute. Any hostile creature within a 20-foot radius of you must succeed on a Will save to resist its effects. The save DC is 10 + your Charisma modifier + either your celestial disciple level or half your total character level (whichever is less). Those who fail take a �“2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by the same aura for 24 hours. While this aura is active, you change your creature type and gain subtypes as per Celestial Apotheosis, but no other benefits from that ability.
Celestial Magic I (Sp): You gain aid, detect evil, and protection from evil as innate divine powers.
Celestial Magic II (Sp): You gain cure serious wounds, neutralize poison, and holy smite as innate divine powers.
Celestial Magic III (Sp): You gain remove disease, dispel evil, and holy word as innate divine powers.
Celestial Magic IV (Sp): You gain holy aura, hallow, and mass charm monster as innate divine powers.
Celestial Magic V (Sp): You gain summon monster (celestials only), and resurrection as innate divine powers.
Divine Grace (Su): Choose Fortitude, Reflex, or Will. You gain a sacred bonus equal to your Charisma modifier or class level (whichever is lower) to the chosen saving throw. You can select this feature up to three times, making a new selection each time.
Divine Protection (Su): Your DR/magic from this class improves to DR/evil.
Greater Acid Resistance (Su): You double the acid resistance provided by this class and gain immunity to acid effects with a tier lower than your celestial disciple level or half your full character level (whichever is less).
Greater Aura of Menace (Su): Your Aura of Menace gains the benefits of the Ability Focus feat and increases its duration to 10 minutes.
Greater Cold Resistance (Su): You double the cold resistance provided by this class and gain immunity to cold effects with a tier lower than your celestial disciple level or half your full character level (whichever is less).
Greater Disease Resistance (Su): You gain immunity to non-magical poison. When affected by a magical poison, you roll an additional saving throw against its DC 1 round after being afflicted. If this save succeeds, you're cured of the poison.
Greater Electricity Resistance (Su): You double the electricity resistance provided by this class and gain immunity to electricity effects with a tier lower than your celestial disciple level or half your full character level (whichever is less).
Greater Fire Resistance (Su): You double the fire resistance provided by this class and gain immunity to fire effects with a tier lower than your celestial disciple level or half your full character level (whichever is less).
Greater Poison Resistance (Su): You gain immunity to non-magical poison. When affected by a magical poison, you roll an additional saving throw against its DC 1 round after being afflicted. If this save succeeds, you're cured of the poison.
Greater Petrification Resistance (Su): When affected by petrification, you can choose to remain functional while petrified. While functional, you can sleep, rest, and awaken normally and continue to take purely mental actions while petrified. You can make another save against the petrification's DC at any time up to once per year to end it.
Greater Protective Aura (Su): Your Protective Aura bonuses improve to +4 and the area increases to 20 feet.
Greater Sonic Resistance (Su): You double the sonic resistance provided by this class and gain immunity to sonic effects with a tier lower than your celestial disciple level or half your full character level (whichever is less).
Greater Teleport (Sp): Your teleport ability from this class increases its tier to half your class level.
Lay on hands (Su): You gain this ability and daily uses as if you were a paladin with your celestial disciple level as your effective paladin. This stacks with existing paladin levels (if any).
Polyglot (Su): You learn two languages from the following list: Celestial, Infernal, Draconic, Speak with Animals. If you already have all these languages, you instead gain Comprehend Languages as an innate divine power. If you already have Comprehend Languages as a power, you instead gain Tongues as an innate divine power. If you also already have Tongues as a power, you instead gain Truespeech.
- Speak with Animals (Su): You gain Speak with Animals as an innate divine power. If you already have it as a power, you're instead permanently affected by this effect.
- Truespeech (Su): You can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice).
Protective Aura (Su): When you cast protection from evil, any benefiting from it automatically gets the benefits of globe of invulnerability of the same tier but only against evil creatures, items, and powers. When you cast it on yourself, you radiate a 20-foot aura around yourself that grants these benefits to any and all non-evil creatures within it.
Smite Evil (Su): You gain this ability and daily uses as if you were a paladin with your celestial disciple level as your effective paladin. This stacks with existing paladin levels (if any). While this is active, you change your creature type and gain subtypes as per Celestial Apotheosis, but no other benefits from that ability.
Spell Resistance (Su): You gain spell resistance 11 + your caster level for divine powers.
Teleport (Sp): You gain teleport as an innate spell with a tier equal to 1 + one-third your class level.
Celestial Apotheosis
At 10th level, a celestial disciple gains two more celestial features of their choice, increases their existing natural armor bonus by 1, changes their lifeform to Spirit, and gains the following types based on their alignment: