When the devils were betrayed and the demons invaded the material plane, the celestials were taken by surprise. The good gods united as quickly as they could, launching an attack to destroy the demonic foothold in the prime material plane. The ensuing battle between the demons and the celestials was epic, fought over the course of several years. Lands and seas were destroyed and created by the forces unleashed during their conflict. As the celestials appeared to win, another force entered the field of battle—the demons had been their tool, used to weaken celestial forces in preparation for defeating them. The weakened celestial armies were forced to retreat.
Unwilling to give up on this portion of the material plane, the celestials launched a more subtle campaign. Individual celestials volunteered to give up their place in the heavens and live on the prime material plane. They would lead and guide the survivors to rebuild civilization, eventually overthrowing their new masters. Celestials interbred with the population, and with the birth of each new exalted, faint hope grew.
Some celestials were more affected by the plight of mortals than others. The goddess Iomedae, whose connection to mortals was strongest, could not stand what was being done to them and the slow pace of the celestial plan. Weeping ceaselessly over their plight, Iomedae decided that if mortals could not be saved, she was unworthy to be a goddess. She sacrificed a portion of her divinity to seed the exalted with her blood and power. Her divinity weakened, Iomedae watches as the exalted emerge to save mankind.
Outsider: Due to their mixed human and angelic heritage, exalted are considered to be native outsiders with the lawful subtype. Exalted have mortal ancestors or a strong connection to the Material Plane; meaning, they can be raised, reincarnated, or resurrected just as other living individuals can. Exalted need to breathe, eat, and sleep. Exalted are usually of lawful alignment; if it changes, they still retain the lawful subtype. Any effect that depends on alignment affects exalted as if they were of a lawful alignment, no matter their true alignment. Exalted overcome damage reduction as if their natural weapons and any weapons they wield were lawfully aligned.
Celestial Diversity: Exalted are very diverse and varied, giving them a +2 bonus to Str and Cha.
Medium: As Medium creatures, exalted have no special bonuses or penalties due to their size.
Normal Speed: Exalted have a base land speed of 30 feet.
Darkvision: Exalted can see in the dark up to 60 feet.
Divine Spells (Sp): Exalted may pick any two of the following divine spells: bless water, cure light wounds, hide from undead, protection from chaos, or remove fear. These chosen divine spells act as spell-like abilities that can be used once per day with a caster level equal to the Hit Dice of the exalted.
Hand of Grace: Exalted gain a +1 racial bonus on all saving throws.
Languages: Exalted begin play speaking Common and Celestial. Exalted with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnome, and Infernal.
Alternate Racial Abilities
Angelic Wings (Su): As an immediate action, the exalted can manifest a set of translucent, multicolored angelic wings. This ability functions as the witch’s flight hex using the exalted’s Hit Dice as the witch level for the hex. Exalted who already have the flight hex add two to their level when determining the duration of this ability. This racial ability replaces the divine spells racial trait.
Elemental Resistance (Su): Exalted have electricity resistance 10 or cold resistance 10. This racial ability replaces the hand of grace racial trait.
Soulsword (Su): Three times per day as a standard action, the exalted can create a 3-foot-long beam of bright white light, made partially from a piece of their soul and wielded as if it were a short sword. Attacks with the soulsword are melee touch attacks. The soulsword deals 1d6 points of electricity damage plus 1 point per two levels (maximum +10). Because the blade is immaterial, Strength modifiers do modify damage dealt by the soulsword. The soulsword also deals 1d8 points of electricity damage plus 2 points per two levels (maximum +20) to undead, evil, and chaotic creatures. The soulsword lasts 1 minute per level. This racial ability replaces the divine spells racial trait.