Jirelle

Cayosin Ormr I Auga's page

110 posts. Alias of Anderlorn.


Full Name

Captain Cayosin Ormr I Auga, Azlanti Imperium Guard

Race

**WIP**

Gender

Mature Pureblood Azlanti Adult

Size

Medium

Age

25 years old, asleep for over 5,000 years

About Cayosin Ormr I Auga

WIP:

7 Sphere/Talents Remaining?
2 Feat?
Change Familiar to Mephit

Cayosin Ormr I Auga (Dragon Eye)
Human (Pureblooded Azlanti)
Warder (Dervish Defender, Hawkguard, Zweihander Sentinel) 20 (PoW 10) | Hedgewitch (Dragonblooded Mortal, Charlatan) 20 | Psion (Dual Disciple - Egoist/Telepath) 20 (Psionics Unleashed 274, Ultimate Psionics 49)
CG Medium humanoid (human)
Init +9/+11; Senses Darkvision 60', Blind Sense 60', Perception +26/+30
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Defense
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AC 31, Touch 14, Flat-footed 26 (+11 Armor, +4 Dex, +5 NAT)
hp 238 (20d12+FC:20+CON:80+FT:12)
Fort +22, Ref +21, Will +21
DR 5/—, Continuous Adapt Body (You can adapt to underwater, extreme (hot,cold), and airless environments.)
Defensive Abilities Stalwart, Improved Evasion; Immune Acid, Disease, Paralysis, Poison, Sleep
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Offense
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Speed 30 ft., Fly 90 ft.(average)
Natural Dragon Melee Powerful Claw/Claw/Claw/Claw (Free Action to Extract and Retract) +29/+29/+29/+29 (1d6+6), Bite +29 (1d8+6)
Thrashing Dragon Melee Azlanti Dervish Dueler +29/+24/+19/+14 (4d8+12/15-20/Sl), +5 Azlanti Dervish Dueler +30/+25/+20/+15 (4d8+2d6+13/15-20/Sl), or
. . Linked Striking Azlanti Dervish Dueler +28/+23/+18/+13 (4d8+2d6+13/15-20/Sl), Linked Striking Azlanti Dervish Dueler
Scarlet Throne Melee Azlanti Sentinel
. . Azlanti Dervish Dueler (Living Metal Masterwork Large Katana, +5 Enchantment, Keen +1, Impact Weapon +2, Impervious, Linked Striking +2)
. . Azlanti Sentinel (Living Metal Masterwork Large Nodachi, +5 Enchantment, Keen +1, Impact Weapon +2, Impervious, Linked Striking +2)
Melee, Touch +24 (Combat Casting, Melee Blaster, Concentration Check, Combined with Natural Weapon Attack)
Ranged +4 Azlanti Bow +29/+24/+19/+14 (2d6+12/×3), +5 Azlanti Bow +30/+25/+20/+15 (2d6+2d6+13/×3)
. .
. . Azlanti Bow(Living Metal Masterwork Large Composite Longbow, +5 Enchantment, Adaptive, Distance +1, Endless Ammunition, Impervious, Linked Striking +2)
Ranged Touch Destructive Blast +25 (10d6)
Ranged Special Breath Weapon (20d6 Acid, 60 ft. line, DC 23, 1/1d4 rounds)
Special Attacks
. . Current Stance ()
. . Readied Maneuvers (Solar Wind Nova (9), Deadly Dragon Strike (9), Thrashing Blades (8), Solar Wind Tsunami (8), Doom Talon (8), Aurora Break (8), Triple Solar Reflection (7), Thrashing Dragon Frenzy (7), Stunning Solar Flare (7))
. . Two-Weapon and Multi-weapon Fighting (Multiple weapons with two hands and 3+ hands)
. . Close Combat Archery (Composite Longbow Only - No AoO while reloading/shooting in Melee and Range)
. . Variable Wind (Able to change Solar Wind Damage from Fire to Acid, Cold, and Electricity.)
. . Point-Blank Shot (+1 ATK/DAM up to 30')
. . Precise Shot (No penalty for shooting into melee)
. . Rapid Shot (Extra range shot with -2 penalty to all shots)
. . Clustered Shots (Add all hits together from full attack, apply DR, and apply remaining damage)
Path of War Maneuvers and Stances Known (Level Initiator +20, Maneuvers Known: 16, Max Readied: 10, Stances Known: 7)
. . Disciplines: Thrashing Dragon (Acrobatics, Close/Double Weapons, Lt Blades), Scarlet Throne (Sense Motive, Hvy/Lt Blades, Spears), Solar Wind (Perception, bows, crossbows, firearms, and thrown))
Stances (Change between is a Swift Action)
. . 8th-Dragon Warrior's Talons Stance, Scarlet Majesty Stance, Solar Hailstorm Stance
. . 3rd-Battle Dragon's Stance
. . 1st-Circular Stance, Outer Sphere Stance, Stance of Piercing Rays
Maneuvers
. . 9th-Deadly Dragon Strike (Strike), Heavenly Blade of the Scarlet Throne (Strike), Solar Wind Nova (Strike)
. . 8th-Aurora Break (Boost), Descending Sunset Strike (Strike), Doom Talon (Boost), Riddle of Steel (Strike), Solar Wind Tsunami (Strike), Thrashing Blades (Strike)
. . 7th-Alacrity on Wing (Counter), Phantom Sunstorm (Boost), Ruby Battle Lord's Strike (Strike), Sanguine Proclamation (Strike), Stunning Solar Flare (Strike), Thrashing Dragon Frenzy (Strike), Triple Solar Reflection (Strike)
Sphere Casting Spheres and Talents Known (0/25 Spell Points, CL 15, MSB +20, MSD 31, Concentration +25, DC 22, Add Sphere Staff Enhancement to CL according to staff spheres)
. . Alteration: Additional Limbs You can add limbs to a form as a trait
. . Alteration: Permanent Transformation You can make your Shapeshift effects permanent for 2 SP
. . Alteration: Powerful Limbs (Powerful Arms (larger weapons/50% more overhead lift/does not stack with Powerful Build), Powerful Claws (larger natural), Powerful Legs (Run Jump, 50
. . Alteration: Shapeshifting (5 traits, DC 22/25) You can bestow the Blank (Self) Form
. . [1] Additional Arms (+2 Arms)
. . [2] Powerful Arms (Upgrade Standard Arms)
. . [3] Powerful Arms (Upgrade Additional Arms)
. . [4] Darkvision 60'
. . [5] Powerful Legs (Upgrade Standard Legs)
. . Destruction: Destructive Blast Ranged or melee touch attack deals 8d6/10d6 damage, Increased Damage 15d6/20d6 Damage for 1 SP.
. . Destruction: Explosive Orb (Radius 25/30 ft., DC 22/25, For 1 SP) Deal destructive blast damage in a radius
. . Destruction: Extended Range (x2) Increase the range of your destructive blast
. . Destruction: Force Blast (DC 22/25) Your destructive blast deals force damage and can knock targets prone for 1 SP
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
7+ remaining
Psion (Dual Disciple - and Telepath) Powers Known (Power Points 393, ML 20th; Concentration +26)
. . 9th—(DC:24,17)—Assimilate, Psychic Chirurgery, Reality Revision, Regenerative Aura, True Mind Switch, Unravel Psionics.
. . 8th—(DC:23,15)—Body of Iron, Greater Psychoport, True Metabolism.
. . 7th—(DC:22,13)—Bend Reality, Crisis of Life, Decerebate.
. . 6th—(DC:21,11)—Cleanse Spirit, Disintegtration, Heal Injuries, Sustained Flight.
. . 5th—(DC:20,9)—Pierce the Veils, Power Resistance, Psionic Revivify
. . 4th—(DC:19,7)—Intellect Fortress, Mind Control, Psychic Reformation, Resist Death
. . 3rd—(DC:18,5)—Body Adjustment, Physical Acceleration, Telekinetic Force, Touchsight
. . 2nd—(DC:17,3)—Cloud Mind, Detect Hostile Intent, Read Thoughts, Sustenance
. . 1st—(DC:16,1)—Call Weaponry, Catfall, Empathic Connection, Force Screen, Inertial Armor, Defensive Precognition, Offensive Precognition
. . At Will—(DC:15)—Detect Psionics, Missive, My Light, Psionic Repair
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Statistics
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Str 18(+4)*, Dex 20(+5), Con 18(+4)*, Int 20(+5), Wis 14(+2), Cha 12(+1); *-Dragonblooded Mortal - 17th level Dragonform Power - +2 STR/CON
Base Atk +20; CMB +23; CMD 38
Feats Armor Proficiency (Light), Clustered Shots, Combat Casting, Combat Reflexes, Daisho Expertise, Deep Focus, Exotic Weapon Proficiency (Katana), Expanded Knowledge (x3, Call Weaponry, Heal Injuries, Physical Acceleration), Exotic Weapon Proficiency (Katana), Familiar Alertness, Improved Critical (katana), Improved Familiar, Melee Blaster, Multiweapon Fighting, Point-Blank Shot, Precise Shot, Psionic Body, Psionic Meditation, Quick Draw, Quicken Power, Rapid Shot, Two-weapon Fighting, Variable Wind; Alertness from Familiar (within reach)
Traits Fate's Favored, Seeker
Skills Acrobatics +22, Autohypnosis +25, Climb +10, Diplomacy +24, Disable Device +36/+40, Fly +22, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (martial) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (psionics) +10, Knowledge (religion) +10, Perform (dance) +22, Ride +10, Sense Motive +25/+29, Spellcraft +28, Stealth +26, Survival +25, Swim +10, Use Magic Device +24.
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Infernal
SQ Aegis, Archer Training, Armiger's Mark, Close Combat Archery, Critical Evasion, Deathless Defenses, Defending the Sky, Defensive Focus, Dervish Defense, Disciplines (Psychometabolism [Egoist], Telepathy [Telepath]), Dragon Heritage (Copper Dragon), Dragonheart, Evasive Reflexes (Evasion), Grace of Blades, Improved Armiger's Mark, Infused Form, Mental Intrusion, Metabolic Healing, Ranged Defensive Focus, Secrets (Amateur Green Mage, Advance Rogue Talent (Improved Evasion), Familiar, Trapfinding, Trickery (Combat Trick - Clustered Shots, Fast Stealth, X, Trapspotter), Venom Immunity, Wild Vitality), Resilient Body, Shapeshifting, Shield of Blades, Sphere Casting (Alteration and Destruction), Stalwart, Talents, Telepathy, Tradition (Charlatanism), Tradition Benefit (Charlatanism), Tradition Benefit (Green Magic), Tradition Mastery (Charlatanism), Tradition Power (Charlatanism), Trapfinding (+10), Two-weapon Defense, Variable Wind, Wild Empathy +21, Wings, Woodland Stride.
Gear Wish List (over 880,000)+4 Azlanti Bow (Collision, Distance, and Lingering Strike), (4) +4 Azlanti Sword (Collision, Impact, and Lingering Strike), Cloak of Quick Reflexes +5/+6, Portable Hole, Stone of Good Luck (Luckstone), Amulet of Mighty Fists, +5 Sphere Staff (Alteration/Destruction), 2,000 gps
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Special Abilities
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1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking (Except Rogues 4+ levels higher).
1 Outer Sphere Stance (Ex) Stance: When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.
1 Stance of Piercing Rays (Su) Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels (3d6).
3 Battle Dragon's Stance (Ex) Stance - Reduce penalties of two-weapon fighting by 2, +4 to Initiative checks and adds 1d6 + (20) initiation modifier to damage while two-weapon fighting.
8 Dragon Warrior's Talons (Ex) Stance - When twoweapon fighting in this stance, all attacks made ignore damage reduction and inflict bleeding arterial wounds.
8 Scarlet Majesty Stance (Ex) Stance: Creatures must make a will save (DC:38) to attack the initiator.
8 Solar Hailstorm Stance (Su) Stance - Gain 2 extra attacks on any full round attack with a ranged weapon and add initiator attribute modifier (+20) to damage rolls.
7 Alacrity on Wing (1/Encounter) (Ex) Counter: Make an opposed Acrobatics check against an opponent's attack roll, evade the attack and you may make an attack against the target with both weapons with +2d6 damage as part of this immediate action.
7 Phantom Sunstorm (1/Encounter) (Ex) Boost: Creates a hail of quasi-real weapons that strike with the real one, causing maximum damage on a single attack.
7 Ruby Battle Lord's Strike (1/Encounter) (Ex) Strike: Make a full attack at a single target using full base attack bonus for each attack with a +2 insight bonus.
7 Sanguine Proclamation (1/Encounter) (Ex) Strike: Powerful attack that inflicts an additional 10d6 points of damage and potentially knocks the target prone.
7 Stunning Solar Flare (1/Encounter) (Ex) Strike: Make a ranged attack against a foe, if successful the target takes an additional +8d6 points of damage and has a chance of being stunned.
7 Thrashing Dragon Frenzy (1/Encounter) (Ex) Strike: Make two melee attacks with two wielded weapons (two attacks per weapon) against each adjacent enemy surrounding the initiator.
7 Triple Solar Reflection (1/Encounter) (Ex) Strike: Shot strikes four targets with one attack roll. First target takes +6d6 damage, second takes +4d6 damage, third takes +2d6 damage, and the fourth attack takes normal damage. No two targets can be more than 20ft apart
8 Aurora Break (1/Encounter) (Ex) Boost: All ranged attacks gain +5d6 points of fire damage for the round.
8 Descending Sunset Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does quadruple damage.
8 Doom Talon (1/Encounter) (Ex) Boost - Upon scoring a critical hit, initiation of this maneuver confirms the critical hit and inflicts an additional 4d6 points of damage.
8 Riddle of Steel (1/Encounter) (Ex) Strike: Make a melee attack, strike inflicts an additional 6d6 points of damage and stuns target for 1d4 rounds.
8 Solar Wind Tsunami (1/Encounter) (Ex) Strike: With a single arrow or thrown weapon, generate a phantom wave of arrows in a 60ft cone, inflicts 15d6 + IL (+20 max) points of damage to all in the area of effect.
8 Thrashing Blades (1/Encounter) (Ex) Strike: Make a full round attack as a standard action, each attack (including any unarmed or natural secondary attacks) at full attack bonus plus an additional 2d6 points of damage, suffer:4 penalty to AC.
9 Deadly Dragon Strike (1/Encounter) (Ex) Stance: Make an attack with both main and off hand weapon against one or two targets; attack strikes to the heart of a target may cause instant death or 12d6 points of damage.
9 Heavenly Blade of the Scarlet Throne (1/Encounter) (Ex) Strike: The supreme technique of the Scarlet Throne, the disciple who knows of it is the lord of all battlefields and marks his name amongst the legends of war. The disciple makes a melee attack which if successful inflicts an additional 100 points of damage. The target must then make a Will save (DC 39) to resist becoming paralyzed for 1d4 rounds..
9 Solar Wind Nova (1/Encounter) (Ex) Strike: Fire a phantom volley of burning arrows into a 20ft burst hitting all targets within its area, inflicting 10d6 damage and 10d6 fire damage and may leave targets knocked prone.
Casting (CL 15, MSB +20, MSD 31, Concentration +25, DC 22) You can cast sphere effects.
Alteration: Additional Limbs You can add limbs to a form as a trait
Alteration: Permanent Transformation You can make your shapeshift effects permanent for 2 SP
Alteration: Powerful Limbs Powerful Arms(+1 weapons size/+50% overhead press), Powerful Claws(+1 natural size, stacks with size changes), Powerful Limbs(Always/bonus run jump, +50% carry cap)
Alteration: Shapeshifting (5 traits, DC 25) You can bestow the Blank Form
Destruction: Destructive Blast 10d6 Ranged or melee touch attack deals 10d6 damage
Destruction: Explosive Orb (Radius 30 ft., DC 25) Deal destructive blast damage in a radius
Destruction: Extended Range (2) Increase the range of your destructive blast
Destruction: Force Blast (DC 25) Your destructive blast deals force damage and can knock targets prone
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Active Energy Type (-Choose-) Lets you set your psionic active energy type.
Discipline - Psychometabolism (Egoist, Primary) A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
Discipline - Telepathy (Telepath, Secondary) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Infused Form (Su) At 20th level, you gain DR 5/- and are treated as always under the effect of Adapt Body.
Mental Intrusion (Ex) At 2nd level, as long as you maintain Psionic Focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC.
Metabolic Healing (Su) While psionically focused, gain fast healing/5 when manifesting a Psychometabolism Power for a number of rounds equal to the power level (1-9).
Psionic Body Bonus HP +8
Psionic Meditation You can take a move action to become psionically focused.
Resilient Body (1/day) (Su) At 14th level, once per day as an immediate action, you may negate a critical hit that would have hit you, and instead receive normal damage.
Shared Effect (Su) Share a psychometabolism power with a range of personal with 5 additional touched creatures for an addition 4 power points.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics (Check Psion at will powers above).
Telepathy (Su) You gain Telepathy out to 520 feet. While maintaining Psionic Focus, detect others using telepathy within 30 feet.
Aegis +5 (10 feet) (Ex) +5 morale bonus to AC and Will saves for allies within 10 feet
Archer Training (Composite longbow) (Ex) No penalty for using a buckler with your favored weapon, gain Point-Blank Shot
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -8 (5 rounds, 15/day) (Ex) Marked enemies get -8 to hit creatures other than you and suffer +30% to ASF for 5 rounds
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (20d6 acid, 60 ft. line, 1/1d4 rounds, DC 23) (Su) As a standard action, deal energy damage in area (Ref half).
Close Combat Archery (Ex) No AoO for using favored weapon, can attack adjacent foes in Defensive Focus
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Evasion (Ex) Add INT to AC vs critical hit confirmation.
Daisho Expertise Use Dex instead of Str on attack rolls with katanas and wakizashi, and increase their damage dice.
Deathless Defenses (Ex) While active, immune to HP death and mind-affecting abilities, can maintain Defensive Focus as move action
Defending the Sky 5/day (5/day) (Ex) Use a counter that protects allies for 1 full round
Defensive Focus (45ft) (Ex) Increased threatened area, can move when making AoO, +25 to CMD vs. Acro to avoid AoO
Defensive Reach Gain reach with all 2-hand weapons, can attack and threaten adjacent squares with reach weapons
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dervish Defense (Ex) Gain an AoO on successful counter
Dragon Heritage (Copper Dragon [Acid]) (Ex) Gain a variety of powers depending on your chosen dragon type
Dragonheart (Su) Gain immunity to paralysis, sleep and your energy type, and gain blindsense.
Evasive Reflexes (Ex) Gain Evasion, and can grant it to another for a round
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Knowledge (Psion [Dual Disciple], Heal Injuries) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Familiar Alertness [Arms Length] You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Familiar Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Familiar, Improved
Familiar Nearby Alertness You gain the Alertness feat while your familiar is within arm's reach.
Familiar Scry on (1/day) (Sp) You can scry on your familiar, as the spell.
Fate's Favored Trait (Faith) Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fly (90 feet, Average) You can fly!
Grace of Blades (Ex) Add offhand weapon damage when attacking only with main weapon, or increase both weapons' damage die when attacking with both.
Grand Challenge (DC 30) (Ex) Spend 2 marks, enemies within 30 feet must make Will save (DC 30) or be marked for 5 rounds
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Evasion Evasion prerequisite originates from Evasive Reflexes. Save for no damage, half damage if failed.
Immunity to Acid You are Immune to Acid Damage.
Immunity to Disease You are Immune to Diseases.
Immunity to Paralysis You are Immune to Paralysis.
Immunity to Poison You are Immune to Poison.
Immunity to Sleep You are Immune to Sleep Effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Punishing Defenses +2d6 damage on AoO's and counters
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ranged Defensive Focus (Ex) Threaten 15-ft area and make AoO's with a ranged weapon
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeker Trait (Social) You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Shield of Blades (Ex) Gain Aegis bonus as shield bonus when using double weapon or dual-wielding light blades or close weapons
Stalwart (Ex) If you succeed on a Fort or Will save for reduced effect, you suffer no effect instead.
Tradition Benefit (Charlatanism) Gain Versatile Performance (Dance - Acrobatics and Flying) as a bard
Tradition Benefit (Green Magic) Gain Wild Empathy and Woodland Stride
Tradition Mastery (Charlatanism) Spending guile gives +6 to skill check, d8's on Sneak Attack
Tradition Power (Charlatanism, Knowledge [engineering]) Gain a guile pool
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +10 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
Versatile Performance (Dance) +24 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Wild Empathy +21 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

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Familiar
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Othi CR –
House drake (Curse of the Crimson Throne 474)
CG Tiny dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +25
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Defense
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AC 26, touch 14, flat-footed 24 (+2 Dex, +12 natural, +2 size)
hp 82 (2d12+6)
Fort +9, Ref +8, Will +16
Defensive Abilities ferocious will, improved evasion; Immune paralysis, sleep; SR 25
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Offense
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Speed 20 ft., fly 50 ft. (good)
Melee bite +19 (1d4), sting +19 (1d4)
Space 2½ ft.; Reach 0 ft. (5 ft. with sting)
Special Attacks breath weapon, deliver touch spells, silver strike
Spell-Like Abilities (CL 3rd; concentration +5)
. . Constant—see invisibility
. . 3/day—cure light wounds
. . 1/day—alarm (CL 12th), obscuring mist
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Statistics
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Str 11, Dex 15, Con 17, Int 17, Wis 14, Cha 14
Base Atk +15; CMB +15; CMD 25 (29 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +4 (+0 to jump), Bluff +7, Climb +11, Diplomacy +25, Disable Device +20, Fly +15, Heal +7, Knowledge (local) +8, Perception +25, Ride +6, Sense Motive +25, Spellcraft +21, Stealth +33, Survival +25, Swim +11, Use Magic Device +25
Languages Azlanti, Celestial, Common, Draconic, Infernal; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Breath Weapon (3/day, DC 14) (Su) Affect a cone or line with some magical effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Ferocious Will (DC 13) (Ex) Mental backlash from first successful WIll save staggers target for 1 rd. (Will neg)
Fly (50 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Silver Strike (Ex) Natural attacks treated as silver for purposes of overcoming DR.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (25) You have Spell Resistance.

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