Isilda

Adrenia's page

22 posts. Alias of Thron.


About Adrenia

Adrenia
Reference Image
NG Small outsider (angel, extraplanar, good)
Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +14
Aura lesser protective aura

DEFENSE
AC 20, touch 11, flat-footed 20 (+9 natural, +1 size) (+2 deflection vs. evil)
hp 38 (12 HD)
Fort +5, Ref +4, Will +10; +4 vs. poison; +2 resistance vs. evil
SR: 17
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

OFFENSE
Speed fly 60 ft. (perfect)
Melee slam +6 (1d3–4)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +3)
Constant—detect evil, know direction
1/day—aid, daylight
1/week—commune (six questions, CL 12th)

STATISTICS
Str 3, Dex 11, Con 12, Int 11, Wis 11, Cha 10
Base Atk +6/+1; CMB +1; CMD 8 (can't be tripped)

Feats Iron Will

Skills
Perception +15 (12 ranks, 0 Wis, 3 Class)
Diplomacy +12 (12 ranks, 0 Cha)
Bluff +12 (12 ranks, 0 Cha)
Flight +25 (9 rank, 3 Class, 0 Dex, 3 Class, +8 Maneuverability, +2 Size)
Linguistics +12 (12 ranks, 0 Int)
Spellcraft +12 (12 ranks, 0 Int)
Knowledge (Arcana) +12 (12 rank, 0 Int)
Knowledge (Dungeoneering) +3 (3 rank, 0 Int)
Knowledge (Planes) +12 (12 rank, 0 Int)
Knowledge (History) +3 (3 rank, 0 Int)
Knowledge (Religion) +3 (3 rank, 0 Int)
Knowledge (Nature) +3 (3 rank, 0 Int)
Knowledge (Local) +3 (3 rank, 0 Int)
Knowledge (Nobility) +4 (4 rank, 0 Int)
Knowledge (Geography) +3 (3 rank, 0 Int)
Knowledge (Engineering) +3 (3 rank, 0 Int)
Use Magic Device +12 (12 ranks, 0 Cha)
Sense Motive +12 (12 ranks, 0 Wis)
Craft (Jewelry) +1 (1 Rank, 0 Int)
Craft (Weapons) +1 (1 Rank, 0 Int)
Craft (Armor) +1 (1 Rank, 0 Int)
Craft (Books) +1 (1 Rank, 0 Int)

Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (Small human-like angel, dove), perfect memory

SPECIAL ABILITIES

Perfect Memory (Ex):
Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Lesser Protective Aura (Su):
A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian's protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su):
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex):
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex):
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.