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This introduction post is simply to lay out the feat, type, and template in question. Please do NOT FAQ this post. Please do FAQ the second and third posts.
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To begin, I will set out the three relevant rules passage, emphasis that may appear is mine and mine alone.
Parts have been answered by prior FAQ, which may be found HERE.
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Celestial Servant
Rather than being a normal animal or beast, your companion or familiar hails from the heavenly realms.
Prerequisites: Aasimar, animal companion, familiar, or mount class feature.
Benefit: Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.
Link to Aasimar Race. Feat near bottom.
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MAGICAL BEAST
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.
d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision 60 feet.
Low-light vision.
Proficient with its natural weapons only.
Proficient with no armor.
Magical beasts breathe, eat, and sleep.
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Celestial Creature (CR +0 or +1)
Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. A celestial creature's CR increases by +1 only if the base creature has 5 or more HD. A celestial creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).
Celestial Creature Defenses
Hit Dice . . | . . Resist Cold, Acid, and Electricity. .|. . DR
1–4 . . . . . |. . . . . . . . . . .5 . . . . . . . . . . . . . . .|. . —
5–10. . . . .|. . . . . . . . . . 10 . . . . . . . . . . . . . . .|. . 5/evil
11+ . . . . .|. . . . . . . . . . .15. . . . . . . . . . . . . . .|. . 10/evil

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Does this help?
That is the FAQ mentioned in my OP. The questions are those remaining after that particular FAQ was issued.

Azaelas Fayth |

It doesn't get anything other than the Type Magical Beast instead of Animal which does make it immune to things like Pacify Animal (NOTE: This is a 3.x spell that makes all animal type creatures in the spell range that fail the save friendly to the caster.) They gain nothing else.
CR calculation is Hit Dice Based IIRC.