~Eydan~'s page

No posts. Organized Play character for Razfalo.


Strength 7
Dexterity 22
Constitution 12
Intelligence 34
Wisdom 10
Charisma 7

About ~Eydan~

current craft - smth 4 days past, no gold invested
Male Sylph
vivisector 1 / Divinator 6 / Arcane Trickster 10
Chaotic Neutral
Medium humanoid (sylph)
Concept

Prescience (Su)15
Foretell (Su)6

0 lvl spells(4 to choose)+1 DIV::

Abjuration
Resistance Subject gains +1 on saving throws.

Conjuration
Acid Splash Orb deals 1d3 acid damage REDIED
Drench A sudden downpour soaks a target creature or object
Divination
Detect Magic Detects all spells and magic items within 60 ft. REDIED
Detect Poison Detects poison in one creature or small object. REDIED
Read Magic Read scrolls and spellbooks.
Enchantment
Daze A single humanoid creature with 4 HD or less loses its next action.

Evocation
Breeze Create a light wind that blows against target from direction of your choice.
Dancing Lights Creates torches or other lights.
Flare Dazzles one creature (–1 on attack rolls).
Light Object shines like a torch.
Penumbra Protects creature or object touched from bright light.
Ray of Frost Ray deals 1d3 cold damage.
Scoop Create a scoop of force to pick up or carry liquids.
Spark Ignites flammable objects.
Illusion
Ghost Sound Figment sounds.
Haunted Fey Aspect You surround yourself with disturbing illusions.
Necromancy
Bleed Cause a stabilized creature to resume dying.
Disrupt Undead Deals 1d6 damage to one undead.
Touch of Fatigue Touch attack fatigues target.
Transmutation
Jolt Deal 1d3 electrical damage with a ranged touch attack
Mage Hand 5-pound telekinesis. REDIED
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Open/Close Opens or closes small or light things.
Root Reinforces a subjects defense against being moved or tripped.
Universal
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation Performs minor tricks. REDIED

1 lvl spells(7 uses + 1 DIV)::

Comprehend Languages You understand all spoken and written languages. REDIED
Snowball Ranged touch delivers 2d6 cold damage (max 5d6) and might stagger a foe for 1 rnd DC 15 Fort. REDIEDx2
Vanish As invisibility for 1 round/level (5 max).
Enlarge Person Humanoid creature doubles in size.
Endure elements ABJ
Heightened Awareness Your recall and ability to process information improve.
Air Bubble Creates a small pocket of air around your head or an object.
Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
Аlarm Wards an area for 2 hours/level. ABJ
Chill touch One touch/level deals 1d6 damage and possibly 1 Strdamage.
Expeditious retreat Your base speed increases by 30 ft.
Feather fall Objects or creatures fall slowly.
Identify Gives +10 bonus to identify magic items.
Locate object DIV Senses direction toward object (specific or type).
Ray of enfeeblement Ray causes 1d6Str penalty + 1 per 2 levels.
Magic missile
Mage armor

2 lvl spells (14 to choose + 1 DIV):

blood transcription DIV
fiery shuricken 11-6, 13-7, 15-8
car's grace
darkvision
False Life
Acid Arrow 2d4 acid + 2d4 DoT for rnd/3 CL NO SR
see invis DIV
glitterdust
Visualization of mind
Visualization of body
Scorching ray 3 rays for 4d6
spontaneous-immolation 3d6 fire (fort half) + 1d6 (ref neg)

3 lvl spells (6 to choose + 1 DIV):

Irriseni Miror Sight DIV
haste
resist energy comm. ABJ
Dispel ABJ
Fly
Inv. Sphere
fireball
daylight

4 lvl spells (7 to choose + 1 DIV):

Greater Invis
Enervation
Arcane Eye DIV (выучить)
Tongues, Comm DIV
Scrying DIV
Dim. door

5 lvl spells (6 to choose + 1 DIV):

Permanency Makes certain spells permanent.

Telepathic Bond Link lets allies communicate.

Overland Flight 1hr/lvl

Contact Other Plane Lets you ask question of extraplanar entity.

Break Enchantment Frees subjects from enchantments, transmutations, and curses.

Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will.

[ur=http://www.d20pfsrd.com/magic/all-spells/t/teleport]Teleport[/url] Instantly transports you as far as 100 miles per level.

Echolocation blindsight 40ft for 10mins/lvl

Life bubble 2hrs/lvl may be divided among several

6 lvl spells (5 to choose + 1 DIV):

7 lvl spells (4 to choose + 1 DIV):

8 lvl spells (4 to choose + 1 DIV):

Init +18
Senses Darkvision, arcane sight, see invisibility blidsight 40[/b]
_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
AC
21 | Flat-footed 15| Touch 16 (+6 dex, 4 armor, +1 natur [ooc]+4 shield, +2 vs non-magic ranged
)
SR 29 (12 + lvl)
HP 94 (1d8+6d6+10d6+6(FC)+16)
Fort +12 (6) | Ref +19 (8) | Will +15 (10)

_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+8; CMB 3; CMD 19

Speed 35 ft / 7 ft

Ranged -
Alchemist's fire vs touch +13 ((1d6+7) + 8 splash)

Acid splash/ray of frost vs touch +13+2(mor)+2(invis)+2(alter)-4(melee)+1(ioun) 16 (1d3)

Sneak attack 7d6

Skills:
* - class skills, only trained
Ranks (4 + Int) x1 16
(2 + int) x5 70
(4 + Int) x10 160
246

Concentration// Int 16 + 12 = 28

Acrobatics//Dex = 7 + 3 + 6 = 16
Appraise*//Int 7
Bluff*//Int = 17 + 3 + 12 = 32
Climb//Str = 0
Craft(alchemy)*//Int = 7 + 3 + 12 + 1(alch.) + 2(ion) = 25
Craft(weapons)*//Int = 1 + 3 + 9 = 13 + 2(craft)
Diplomacy*//Int = 17 + 3 + 12 + 2(ion) = 34
Disable device*//Dex = 17 + 3 + 6 + 1(trait) + 2 (ion) = 29
Disguise//Cha = -2
Escape artist//Dex = 4 + 3 + 6 = 13
Fly*//Dex = 6 + 3 + 6 = 15
Handle animal//Cha = -2
Heal*//Wis = 0
Intimidate//Cha = -2
Knwldg(arcana)*//Int 17 + 3 + 12 + 2(ha) + 2(alch) + 2(aid) = 38
Knwldg(monster lore x4)*// 12 + 3 + 12 + 2(HA) + 2(ear) = 31
Knwldg(engeneering)*//Int 17 + 3 + 12 + 2(HA) + 2(ear) = 36
Knwldg(other x3)*//Int 3 + 3 + 14 + 2(HA) + 2(ear) = 24
Linguistics*//Int = 1 + 3 + 10 = 14
Perception*//Wis = 17 + 3 + 0 + 2(aid) + 2(HA) + 2(ear) = 26
Perform//Cha = -1
Prfssn*//Wis = 0
Sense motive//Wis = 0
Ride//Dex = 3
Sleight of Hand*//Dex = 10 + 3 + 6 = 19
Spellcraft*//Int 17 + 3 + 12 + 2(tools) = 34 + 2(craft)
Stealth//Dex = 17 + 3 + 6 + 4(race) + 3(cat) + 2(garments) + 5(armor) - 5 (full move) + 6(focus) = 41 + 5(alter)
Survival*//Wis = 0
Swim//Str = -2
Use magic device*//Int 17 + 3 + 12 + 10 = 42

[spoiler=Languages]Common, Auran, Hallit, Skald, Aquan, Sylvan

Racial traits:
Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

Like the Wind: A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

Darkvision: Sylph can see in the dark up to 60 feet.

Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Mostly Human: A few sylphs have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Traits:

Student of Philosophy (social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Trap Finder (campaign): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Reactionary (combat): +2 Initiative

Pragmatic Activator (magic): You may use your Intelligencemodifier when making Use Magic Devicechecks instead of your Charisma modifier.

Class stuff and Feats (respectively):

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Brew Potion:You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Throw Anything: All alchemists gain the Throw Anything (no penalty for improvised ranged wep., +1 to attack with splash and bombs) feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Scribe scroll

Familiar Cat

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Cooperative Crafting (familiar's): You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day. FOR MASTER ONLY
This ability replaces Alertness.

Surprise spell: At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets areflat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Accomplished sneaker (1st lvl)

Sacred Geometry (piercing (+1), reach (+1 for every category) (3d lvl) 880 ft = 268 m

Craft wonder(5th lvl):

Sacred Geometry (extend(+1), quicken(+4)) (7th lvl)

Add. traits (9th lvl)

Sacred Geometry (elemental(+1), dazing(+3)) (11th lvl)

Improved Initiative (13th lvl)

skill focus stealth

Dampen Presence

Special Abilities:

Mutagen (Su):At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Tricky Spells: Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Invisible Thief (Su): At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

Alchemy and Arcane Magic:

Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Equipment:

Combat Gear
Armor Shadow haramaki
Shoulders cloak of resistance +5
Belt belt dex +4
Neck
Ring 1 ring of wizardy 2
Feet
Head sinaptic mask (Hat of disguise)
Headband int +6
Eyes sniper goggles greater
Chest
Body
Wrists garments
Hands gloves of counterspell (greater dispel)
Ring 2 ring of evasion

Acid 1 left
Artokus fire x6 2d6 + 1d6 splash fire
Liquid ice x4
Smokestick x3
Tanglefoot bag x6
wand of silent image 12 chrages
wand of true strike 5 charges
a scroll of continual flame,
a scroll of invisibility sphere,
a scroll of phantom steed
scroll of wall of fire
Scroll of Irriseni mirror sight
scroll of endure elements
scroll of unseen servant
scroll of magic weapon
scroll of animate dead
elixir of hiding
potion of spider climb
Potion of endure elements x2
potion of jump
scroll of vanish x5
Potion of reduce perosn x5
Porion of enlarge person x1
scroll of hold person x1
Scroll of Cause fear x3
Scroll of Sleep x2
Scroll of Command x4
scroll of vanish x5
scroll of see invis
scroll if blink
scroll of scorching ray
Universal Solvent (растворяет алхим. субстанции)
potion of lesser restoration
pot of csw
Tea, meditation x2
Blood-boiling pill (+2 alch to init and save vs cold, but x1.5 bleed dmg fro 8 hours, 85 gp за 3 штуки, делается 3 часа, DC 25 ) x6
Alchemical grease x6 15 gp DC 15
Antiplague
Antitoxin x2
Clear ear x5
Silence dust x2 as standart gain +5 circum to stealth for 1 minute
lesser ectoplasmic rod

Other Gear
Blessed book
Handy Haversack
Kit, Alchemist's This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one., 13 lbs, 40 gp
Grappling hook Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5., 4 lbs, 1 gp
Thieves' tools, mwk 1 lb
Artisan tools, 5 lb, 5 gp
spellcraft tool(focusing tattoo), msk 50gp
Journal
Pencil
Silk rope 5 lbs, 10 gp
Пружинные наручи
Sleeves of many garments
Снегоступы
Spellbook
Formulae book x2
Shuricken x54
hybridization funnel
cracked magenta ion x3
ion on atck
ion on saves
west star ioun stoune
headband cha +2 (couatl)
Book, Tome of Clear Thought +1

Money
2000 - 13750 за книжку +1 инт +1250 cecntyfyc - 10k evasion

Carrying capasity, lbs
38 lbs
Light load: < 38
Medium Load: 39 - 76
Heavy Load: 77- 115

[/spoiler]

Joru:

Couatl
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23

DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14

OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7 plus grab and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+7)
Spell-Like Abilities (CL 9th)
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)

Spells Known (CL 9th)
4th (5/day)—charm monster (DC 17), freedom of movement
3rd (7/day)—gaseous form, magic circle against evil, summon monster III, dispel magic (page of sp. kn.)
2nd (7/day)—cure moderate wounds, eagle’s splendor, scorching ray, silence (DC 15)
1st (7/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)—daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize

STATISTICS

Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 19(17)
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can’t be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Languages Celestial, Common, Draconic; telepathy 100 ft.

SPECIAL ABILITIES
Spells
A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Poison (Ex)
Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.