Cassisian

A cassisian’s abilities are determined by the angelic knight’s level and by the choices made using its evolution pool. Table: Cassisian Base Statistics determines many of the base statistics of the cassisian. Each cassisian possesses a base form that modifies these base statistics. Cassisians are outsiders for the purpose of determining which spells affect them.

Class Level: This is the character’s angelic knight level.

HD: This is the total number of 10-sided (d10) Hit Dice the cassisian possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the cassisian’s base attack bonus. A cassisian’s base attack bonus is equal to its Hit Dice. Unlike eidolons, cassisians gain additional attacks using their natural weapons for a high base attack bonus, as shown below.

Good/Bad Saves: These are the cassisian’s base saving throw bonuses. A cassisian possesses two good saving throws and one bad saving throw, determined by the creature’s base form.

Skills: This lists the cassisian’s total skill ranks. A cassisian can assign skill ranks to any skill. Cassisians with Intelligence scores above the base value modify these totals as normal (a cassisian receives a number of skill ranks equal to 6 + its Intelligence modifier per HD, to a minimum of 1). A cassisian cannot have more ranks in a skill than it has Hit Dice. Cassisian skill ranks are set once chosen, even if the creature changes when the angelic knight gains a new level. The cassisian considers Diplomacy, Fly, Knowledge (planes), Knowledge (religion), Perception, Sense Motive, and Stealth as class skills.

Feats: This is the total number of feats possessed by a cassisian. Cassisians can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Cassisian feats are set once chosen, even if the creature changes when the angelic knight gains a new level. If, due to changes, the cassisian no longer qualifies for a feat, the feat has no effect until the cassisian once again qualifies for the feat.

Armor Bonus: The number noted here is the cassisian’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the angelic knight. This number is modified by the cassisian’s base form and some options available through its evolution pool. A cassisian cannot wear armor of any kind, as the armor interferes with the angelic knight’s connection to the cassisian.

Str/Dex Bonus: Add this modifier to the cassisian’s Strength and Dexterity scores, as determined by its base form. Some options available through the cassisian’s evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the cassisian’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the cassisian. Whenever the angelic knight gains a level, the number in this pool increases and the angelic knight can spend these points to change the abilities of the cassisian. These choices are not set. The angelic knight can change them whenever he gains a level (and through the transmogrify spell). The cassisian has access to a limited number of evolutions, as shown hereafter.

Special: This includes a number of abilities gained by all cassisians as they increase in power. Each of these bonuses is described below.

Angelic Traits: The cassisian has darkvision 60 feet, detect evil at will, low-light vision, immunity to acid, cold, and petrification, resistance to electricity 10 and fire 10, a +4 racial bonus on saves against poison, breathes, but does not need to eat or sleep, proficient with all simple and martial weapons, and requires limited wish, wish, miracle, or true resurrection to restore it to life.

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.

Link (Ex): This is exactly like the eidolon ability of the same name.

Share Spells (Ex): This is exactly like the eidolon ability of the same name, but can be used by both the cassisian and the angelic knight.

Slam: A cassisian can deliver a devastating slam attack. This attack is a primary attack and deals 1d6 points of damage (1d8 if Medium, 2d6 if Large). The cassisian can use this attack in any form it assumes. The number of slam attacks a cassisian can make during its turn increases as the angelic knight gains levels (see Table: Cassisian Base Statistics).

Truespeech (Su): A cassisian can speak with any creature that has a language, as though using a tongues spell (caster level equal to cassian’s Hit Dice). This ability is always active.

Alternate Forms (Su): Although a cassisian’s true form is a winged helmet, it can assume one of the following four alternate forms: a child-sized (Small) angelic humanoid wearing a proportional helmet matching the cassisians’ true form, a dove, a dog, or a fish. The cassasian can assume any one of these forms, or revert back to its natural form as a standard action. The dog form has a land speed and the fish a swim speed, each of 30 ft., while all have wings suitable to allow them to maintain the cassisian’s fly speed, but only with a good maneuverability.

Breath Weapon (Su): The cassisian can breathe a 15–foot line that deals 1d6 points of cold or fire damage. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the cassisian’s HD + the cassisian’s Constitution modifier. The cassisian can use this ability once per day.

Evasion (Ex): This is exactly like the eidolon ability of the same name.

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.

Ability Score Increase (Ex): This is exactly like the eidolon ability of the same name.

Divine Apparel (Ex): Whenever the cassisian is in its true form, the angelic knight may don it as he would any other helm. In so doing, the cassisian instantly sizes itself to fit its master, regardless of its true size. While worn, the angelic knight counts as the cassisian for the purpose of its lesser protective aura (or protective aura), true speech, and perfect memory abilities. This allows the cassisian to affect one additional creature (including the angelic knight) with its lesser protective aura. In addition, the angelic knight may speak with any creature that has a language as though he was using a tongues spell (caster level equal to angelic knight’s level), and remembers everything he sees or hears. Once the cassisian is removed, the angelic knight no longer gains the benefits of the true speech or perfect memory abilities, and once again counts against the number of creatures the cassisian’s lesser protective aura can affect.

Protective Aura (Su): The cassisian’s gains the normal protective aura granted to all other angels. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura is no longer fragile and always remains active.

Improved Evasion (Ex): This is exactly like the eidolon ability of the same name.


Table: Cassisian Base Statistics
Class


Good
Bad


Armor
Str/Dex
Evolution

Level
HD
BAB
Saves
Save
Skills
Feats
Bonus
Bonus
Pool
Special
1st
1
+1
+2
+0
6
1
+0
+0
1
Angelic traits, lesser protective aura,link, share spells, slam, true speech
2nd
2
+2
+3
+0
12
1
+2
+1
2
Alternate forms, breath weapon,evasion, perfect memory
3rd
3
+3
+3
+1
18
2
+2
+1
3

4th
3
+3
+3
+1
18
2
+2
+1
3

5th
4
+4
+4
+1
24
2
+4
+2
4
Ability score increase
6th
5
+5
+4
+1
30
3
+4
+2
5
Divine apparel
7th
6
+6/+1
+5
+2
36
3
+6
+3
6

8th
6
+6/+1
+5
+2
36
3
+6
+3
6

9th
7
+7/+2
+5
+2
42
4
+6
+3
7
Protective aura
10th
8
+8/+3
+6
+2
48
4
+8
+4
8
Ability score increase
11th
9
+9/+4
+6
+3
54
5
+8
+4
9

12th
9
+9/+4
+6
+3
54
5
+10
+5
9

13th
10
+10/+5
+7
+3
60
5
+10
+5
10

14th
11
+11/+6/+1
+7
+3
66
6
+10
+5
11
Improved evasion
15th
12
+12/+7/+2
+8
+4
72
6
+12
+6
12
Ability score increase
16th
12
+12/+7/+2
+8
+4
72
6
+12
+6
12

17th
13
+13/+8/+3
+8
+4
78
7
+14
+7
13

18th
14
+14/+9/+4
+9
+4
84
7
+14
+7
14

19th
15
+15/+10/+5
+9
+5
90
8
+14
+7
15

20th
15
+15/+10/+5
+9
+5
90
8
+16
+8
15



True Form
Cassisian (outsider, angel, extraplanar, good)
Starting Statistics: Size Small; Speed fly 60 ft. (perfect, true form); AC +3 natural armor, +1 size bonus; Saves Fort (good), Ref (good), Will (bad); Attack slam (1d3); Ability Scores Str 3, Dex 11, Con 12, Int 6, Wis 11, Cha 10.

EVOLUTIONS
Each cassisian receives a number of evolution points that can be spent to give the cassisian new abilities, powers, and other upgrades. These abilities, called evolution, can be changed whenever the angelic knight gains a new level, but they are otherwise set. Some evolutions require that the cassisian assume one of its alternate forms or the angelic knight be of a specific level before they can be chosen. A number of evolutions grant the cassisian additional natural attacks.

Natural attacks listed as primary are made using the cassisian’s full base attack bonus and add the cassisian’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the cassisian’s base attack bonus –5 and add 1/2 the cassisian’s Strength modifier on damage rolls (if positive). If the cassisian only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the angelic knight gains a level. Unless otherwise noted, each evolution can only be selected once. However, the cassisian is restricted from choosing the following evolutions: channel resistance (2 pt.), constrict (2 pt.), gills (1 pt.), gore (2 pt.), head (2 pt.), huge (6 pt.), incorporeal form (4 pt.), keen scent (2 pt.), limbs (2 pt.), pincers (1 pt.), poison (2 pt.), sense life (4 pt.), sting (1 pt.), swallow whole (3 pt.), tail (1 pt.), tail slap (1 pt.), tentacle (1 pt.), undead appearance (2 pt.), unnatural aura (1 pt.), weapon proficiency (2 pt.), and web (3 pt.). The cassisian has no need of the darkvision or low-light vision evolutions, as they already possess these abilities. The following section lists new evolutions or normal evolutions with changes specific to the cassisian.


1-Point Evolutions
The following evolutions cost 1 point from the cassisian’s evolution pool.

Basic Angelic Magic (Sp): A cassisian learns to cast a basic spell as a spell-like ability. Select one spell from the following list: detect magic, detect poison, guidance, light, purify food and drink, read magic, resistance, spark*, or stabilize. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the cassisian’s Hit Dice. The save DC for this spell is 10 + the cassisian’s Charisma modifier. The cassisian must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time a cassisian selects this evolution, it applies to a new spell. (*Advanced Player’s Guide)

Bite (Ex): The cassisian must assume its dog form to use this evolution.

Claws (Ex): The cassisian must have the eagle form to select this evolution. The cassisian must assume the eagle form to use this evolution.

Climb (Ex): The cassisian must assume its humanoid form to use this evolution.

Hooves* (Ex): The cassisian must have the equine form and Large evolutions to select this evolution. The cassisian must assume its equine form to use this evolution.

Mount (Ex): The cassisian must be one size larger than its angelic knight to select this evolution. The cassisian must assume the dog, eagle, or equine form to use this evolution.

Slam (Ex): The cassisian must assume its true or humanoid form to use this evolution.

Wing Buffet (Ex): The cassisian may use this evolution in any of its forms.


2-Point Evolutions
The following evolutions cost 2 points from the cassisian’s evolution pool.

Eagle Form (Su): A cassisian can assume the form of an eagle in addition to his other alternate forms. The cassasian can assume this or any other form it has, or revert back to its natural form as a standard action. The cassisian must have the Medium or Large evolution to select this evolution.

Improved Breath Weapon (Su): The cassisian’s breath weapon increases to a 30-foot line and deals 3d6 points of cold or fire damage. The cassisian can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The angelic knight must be at least 7th level before selecting this evolution. If the cassisian spends 2 additional evolution points the breath weapon damage increases to 6d6. The angelic knight must be at least 11th level before selecting this evolution.

Medium (Ex): A cassisian grows in size, becoming Medium. The cassisian gains a +4 bonus to Strength, and a +2 bonus to Constitution. It takes a –2 penalty to its Dexterity. This size change gives no other size bonuses or penalties to AC, attack rolls, CMB and CMD, Fly skill checks, or Stealth skill checks. When the cassisian assumes its humanoid form, it also gains 10-foot reach. Any reach evolutions the cassisian possesses are added to this total. The cassisian must be Small to take this evolution. The angelic knight must be at least 4th level before selecting this evolution.

If 4 additional evolution points are spent, the cassisian instead becomes Large. The cassisian gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the cassisian has the biped base form, it also gains 10-foot reach. Any reach evolutions the cassisian possesses are added to this total. The cassisian must be Medium to take this evolution. The angelic knight must be at least 8th level before selecting this evolution. These bonuses and penalties replace, and do not stack with, those gained from becoming Medium. The angelic knight must be at least 8th level before selecting this option.

Minor Angelic Magic (Sp): A cassisian learns to cast a minor spell as a spell-like ability. Select one spell from the following list: bless, command, cure light wounds, detect chaos/evil/good/law, divine favor, entropic shield, forbid action, know the enemy, obscuring mist, sanctuary, or shield of faith. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the cassisian’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the cassisian’s HD + the cassisian’s Charisma modifier. The cassisian must have a Charisma score of at least 11 and must possess the basic celestial magic evolution to take this evolution. The angelic knight must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time a cassisian selects this evolution, it applies to a new spell from the above list. (‡Ultimate Magic)

Nature’s Pacifist (Ex): Animals and plant creatures do not willingly attack the cassisian, though they can be forced to do so by magic. If the cassisian attacks a plant or animal, its protection against that creature ends.


3-Point Evolutions
The following evolutions cost 3 points from the cassisian’s evolution pool.

Equine Form (Su): A cassisian can assume the form of a horse in addition to his other alternate forms. The cassasian can assume this or any other form it has, or revert back to its natural form as a standard action. The cassisian must have the Large evolution to select this evolution.

Major Angelic Magic (Sp): A cassisian learns to cast a major spell as a spell-like ability. Select one spell from the following list: aid, align weapon, arrow of law‡, augury, compassionate ally‡, consecrate, cure moderate wounds, hold person, lesser restoration, shield other, silence, spear of purity‡, or weapon of awe*. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the cassisian’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the cassisian’s HD + the cassisian’s Charisma modifier. The cassisian must have a Charisma score of at least 12 and must possess the minor angelic magic evolution to take this evolution. The angelic knight must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time a cassisian selects this evolution, it applies to a new spell from the above list. (*Advance Player’s Guide, ‡Ultimate Magic)

Solid Blow (Su): If a cassisian strikes an opponent twice in one round with its slam, that creature takes extra damage equal to 1d6 (1d8 if Medium, 1d10 if Large) + the cassisian’s Strength modifier.

Stunning Blow (Su): If a cassissian strikes an opponent twice in one round with its slam, that creature must succeed on a Fortitude save (DC 10 + the cassisian’s HD + the cassisian’s Strength modifier) or be stunned for 1d6 rounds.


4-Point Evolutions
The following evolutions cost 4 points from the cassisian’s evolution pool.

Fiery Rebirth (Su): When slain, a cassisian explodes in a burst of heavenly fire that deals 40 points of damage (half fire, half holy damage). Any creature within 100 feet may make a Reflex save (DC 10 + the cassisian’s HD + the cassisian’s Constitution modifier) for half damage. The cassisian can be summoned again within 1d4 days later with half its hit points. The angelic knight must be at least 13th level before selecting this evolution.

Flight (Su): The cassisian gains the ability to fly via magic means. In so doing, the cassisian looses its angelic wings and gains a perfect maneuverability in all its forms. The cassisian’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The angelic knight must be at least 5th level before selecting this evolution.

Protected Life Force (Ex): The cassisian is never harmed by positive-dominant or negative-dominant planar traits. The angelic knight must be at least 9th level before selecting this evolution.

Ultimate Angelic Magic (Sp): A cassisian learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: archon’s aura‡, blessing of the mole‡, cure serious wounds, daylight, dispel magic, invisibility purge, protection from energy, remove disease, sacred bond*, searing light, summon monster III, tongues, or wrathful mantle*. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the cassisian’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the cassisian’s HD + the cassisian’s Charisma modifier. The cassisian must have a Charisma score of at least 13 and must possess the major angelic magic evolution to take this evolution. The angelic knight must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time an cassisian selects this evolution, it applies to a new spell from the above list. (*Advance Player’s Guide, ‡Ultimate Magic)