Azata, Lyrakien
This tiny woman has a lithe form with delicate butterfly wings. She is surrounded by sparkling lights and gentle rainbow arcs.
Lyrakien
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +22
Saves 3 3 7
Stat 1 4 3
4 7 10
AC 22, touch 16, flat-footed 12 (+4 Dex, +2 size) +6 Nat Enh
hp 29
Feats: Agile Maneuvers, Improved Init
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 5 saves
OFFENSE 7 Magical aptitude
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +9 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Tiny Creatures automatically use dex not strength, the feat does nothing for them.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant--detect evil, detect magic, freedom of movement
At will--dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day--cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week--commune (6 questions, CL 12th)
STATISTICs Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha20
Base Atk +5; CMB +5; CMD 12
SQ traveler’s friend
SPECIAL ABILITIES
Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.
familiar: Bab Changes to same as Caster
Melee Attack bonus uses dexterity
Saves: Use Famiarsliars, or Masters base. Use Familiars Stats for modifiers
Skills: Masters ranks, fam stats: Acro, climb, fly, percept, stealth swim are class -outsider 6+4.
Natural armor +6,
Improved Evasion
share spells
empathic link
Deliver tuch, Speak with master
SR16
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following features.
d10 Hit Dice.
Base attack bonus equal to total Hit Dice (fast progression).
Two good saving throws, usually Reflex and Will.
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision 60 feet.
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
Ranks/Stat/Class/Misc/Tot
Perc 11/3/3//17 +5 for eyes of the eagle = 22
Know arc11/2/// 13
Stealth 11/4/3/4/8/30
Spell C 11/2 13
UMD 11/5 16 +2 for previous
Swm 11/-3/3/4/15
Climb
Acro 11/4/3/18
Know Nat1/2/3
Know En 1/2/3
Fly 9/4/3/8/4/4/32
Bluff +11
Dipo +11
KnowP +8
Perf +11