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Level adjustment +0 atm.

+10 ft land speed

+2 Int, +2 Dex, -2 Con, +2 Cha

+2 diplomacy and bluff checks

+2 caster level on Conjuration and Enchantment schools of spells. Preferred classes: Wizard, Sorcerer, Cleric,

Angel progression
Hit Dice BAB Fort Ref Will Skill Points Special Spells per day
1d8 +0 +2 +2 +2 4x(4+Int mod) 1d6 natural claw attack Crit 20, x3 0:5 1:3
2d8 +1 +3 +3 +3 4+ Int mod +2 Dex, 0:6 1:4
3d8 +2 +3 +3 +3 4 + Int mod Creature Skin 0:6 1:5
4d8 +3 +4 +4 +4 4 + Int mod +2 Int, 0:6 1:6 2:3
5d8 +3 +4 +4 +4 4 + Int mod HD/2 times per day, can cast True Domination 0:6 1:6 2:4

Spells Available:

0: Resistance, Acid Splash, Detect Magic, Read Magic, Daze, Light, Dancing Lights, Ray of Frost, Ghost Sound, Message, Mage Hand,Arcane Mark

1: Endure Elements, Shield, True Strike , Mage Armor, Obscuring Mist, Unseen Servant, Charm Person, Hypnotism, Sleep, Magic Missile, Colour Spray, Animate Rope, Erase, Expeditious Retreat, Silent Image,Blades of Fire, Corrosive Grasp, Blood Wind, Critical Strike, Lesser Orb of ___,Greater Mage Hand, Fist of Stone, Ray of Clumsiness,Cutting Hand.

2: Obscure Object, Protection from Arrows, Glitterdust, Melf's Acid Arrow,See Invisibility, Invisibility, Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Blur, Mirror Image , Misdirection, Cat's Grace, Bear's Endurance, Bull's Strength, Owl's Wisdom, Darkvision, Fox's Cunning, Eagle's Splendor, Levitate, Whispering Wind, Minor Image

The spells above are chosen at casting, and to cast the character needs a charisma of at least 10+the spell level. They are considered arcane spelllike abilities for effects' purposes.

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