Archangel (Also known as the SAINT)
Invented by Shamblaros

The "saint" is a celestial. One cannot be summoned like a celestial. It takes on the form of a normal creature, usually from the material plane, but is not half-celestial; nor is it a celestial creature. A saint, or (more appropriately) archangel, is a normal creature that has somehow attained the characteristics of some of the highest-ranking celestials themselves. They have the benevolence of a heavenly creature, but are attached to their home plane like any other native. How one becomes an archangel remains a mystery. Some believe archangels are duplicates of normal creatures from celestia itself. Others believe it is a reward from gods or other powerful entities to become a saint after accomplishing feats of great honor. Whatever the case, they are magnificent beings. Even their offspring have characteristics similar to those of celestials.

CREATING AN ARCHANGEL
"Saint" is a template that can be added to any creature (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities except noted here.

Hit Die: Increase to d8 per HD. If the creature has a class, it's hit points increase for class levels normally.
Speed: Archangels have a fly speed equal to triple the base creature's normal speed, with perfect maneuverability. They have feathered wings for this purpose.
AC: Natural armor improves by +1 per every two HD. The creature also gains a deflection bonus equal to its charisma modifier.
Attacks: An archangel's base attack bonus increases a fighter per HD. If the creature has a class, it gains base attack bonus for class levels normally.

Special Attacks:
Archangels retain all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + ½ the saint's HD + charisma modifier. The archangel gains the following.

Special Qualities:
Archangels retain all the special qualities of the base creature and also gains those listed below.
Saves: An archangel's saves increase as a monk per HD. If the creature has a class, its saves increase for class levels normally. An archangel adds its charisma bonus to saves. Saints receive a +4 racial bonus to Fortitude saves against poison.
Abilities: Str +10, Dex +8, Con +4, Int +6, Wis +8, and Cha +16. Archangels always have at least a 3 intelligence and human sentience.
Skills: An archangel has 8 skill points plus its intelligence modifier per HD. Treat skills from the base creature's list as class skills, and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Saint's receive a +8 racial bonus to bluff, diplomacy, intimidate, listen, perform, sense motive, and spot.
Feats: Saints gain 1 feat per every four HD, plus one. If the creature has a class, it gains feats for class levels normally.

Climate/Terrain: Same as base creature or celestia
Organization: Solitaire
Challenge Rating: Same as base creature +9 (ECL +13)
Alignment: Always good; often lawful (good aligned regardless of base creature, magic, or background)
Treasure: Double standard from base creature
Advancement: Same as base creature

ARCHANGEL CHARACTERS
Archangels have powerful spells, class abilities as natural features, and although gentle and benevolent, have reputations as warriors of good. Their favored class is fighter.
An archangel's magical nature and celestial background prevents it from aging. An archangel suffers no penalties for aging and has no maximum life span.
An archangel's individual offspring has a 50% chance of being a celestial creature and a 5% chance of being a half-celestial, or a 1% chance of being an archangel (roll each separately).