- Physical Description
- Racial Traits
- Class Skills
- Class Features
- Spell Casting
- Touch of Serenity (Ex)
- Channel Energy (Su)
- Radiant Wings (Ex)
- Blessed Fangs (Su)
- Righteous Path (Ex)
- Aura of Courage (Su)
- Holy Armor (Ex)
- Heavenly Path (Ex)
- Large Size (Ex)
- Touch of Surrender (Su)
- Aura of Resolve (Su)
- Path of Salvation (Ex)
- Diamond Soul (Ex)
- Touch of Peace (Su)
- True Salvation (Ex)
Coatls act as intermediaries between mortals and the Heavens. While their role as actual messengers is less relevant now that angels are more easily found in the world, the role of coatls goes beyond being simple ambassadors: their foremost duty is that of guiding mortals to reach the Heavens in their afterlife, setting an example and redeeming evildoers. While angels specialize in routing those whose devotion to evil cannot be shaken, coatls focus their attention on those who can be converted to the cause of good, or are willing to walk that path.
Coatls are long snakes with great feathered wings on their bodies. A coatl’s scales tend to be colorful, usually sporting complex patterns of different shades of green, yellow, and brown that help the coatls camouflage in their natural environment, but a less mimetic and more gaudy coloration is possible. A coatl’s feathers are white, but in older individuals they can take on a combination of colors similar to its scales. Coatls are born with just one pair of wings, but every few years a new pair will start to get formed at their molting; these wings remain much smaller than their primary pair, but help them maneuver their long body in midair.
- Hit Die: A coatl uses a d8 as Hit Die at every coatl HD he gains.
- Ability Score Modifiers: Coatls have strong and flexible bodies, as well as an entrancing personality. They gain +2 Strength, +2 Dexterity, and +2 Charisma
- Size: Coatls are Medium creatures and gain no bonuses or penalties because of their size.
- Type: Coatls are outsiders with the native subtype.
- Base Speed: Coatls have a base speed of 20 feet on land, and a base flight speed of 30 feet with good maneuverability.
- Languages: Coatls begin play speaking Common and Celestial. Coatls with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Saving Throws: Charisma-based.
- Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Defense Racial Traits
- Celestial Resistance: Coatls gain acid resistance 5, cold resistance 5, and electricity resistance 5.
- Exalted Resistance: Coatls gain spell resistance 6 + their Hit Dice against spells and spell-like abilities with the [evil] descriptor, as well as any spell and spell-like ability cast by evil outsiders.
- Scale Armor: Coatls gain a +4 natural armor bonus to their Armor Class.
- Serpentine Body: Coatls cannot be tripped.
Feat and Skill Racial Traits
- Emissary: Once per day, coatls can roll twice when making a Bluff or Diplomacy check and take the better roll.
Magic Racial Traits
- Heavenborn: Coatls gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the [good] or [light] descriptor at +1 caster level.
Offense Racial Traits
- Natural Attacks: A coatl gains a bite attack dealing 1d6 points of piercing damage plus 1–1/2 times their Strength Furthermore, they gain a tail attack that deals 1d6 points of bludgeoning damage plus their Strength modifier. Both are primary attacks.
Senses Racial Traits
- Darkvision: Coatls can see in the dark up to 60 feet.
Other Racial Traits
- Prehensile Tail: Coatls have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
A coatl’s class skills are: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 4+ Int Modifier
|Level||Hit Die||BAB||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||1||+0||+0||+0||+2||[Feat], Orisons, touch of serenity||1||—||—||—||—||—|
|2nd||2||+1||+0||+0||+3||Channel energy 1d6||2||—||—||—||—||—|
|3rd||3||+2||+1||+1||+3||[Feat], Radiant wings||3||—||—||—||—||—|
|4th||4||+3||+1||+1||+4||[Ability Score Increase], blessed fangs, channel energy 2d6||3||1||—||—||—||—|
|5th||AT 1||Righteous path|
|7th||6||+4||+2||+2||+5||Aura of courage||4||3||—||—||—||—|
|8th||7||+5||+2||+2||+5||[Feat], channel energy 3d6||4||3||1||—||—||—|
|9th||8||+6/+1||+2||+2||+6||[Ability score increase], holy armor||5||4||2||—||—||—|
|10th||AT 2||Heavenly path|
|11th||9||+6/+1||+3||+3||+6||[Feat], Large size||5||4||3||—||—||—|
|12th||10||+7/+2||+3||+3||+7||Channel energy 4d6, touch of surrender||5||4||3||1||—||—|
|14th||12||+9/+4||+4||+4||+8||[Ability score increase], aura of resolve||5||5||4||3||—||—|
|15th||AT 3||Path of salvation|
|16th||13||+9/+4||+4||+4||+8||[Feat], channel energy 5d6, diamond soul||5||5||4||3||1||—|
|17th||14||+10/+5||+4||+4||+9||Touch of peace||5||5||4||4||2||—|
|19th||16||+12/+7/+2||+5||+5||+10||[Ability score increase], Channel energy 6d6||5||5||5||4||3||1|
|20th||AT 4||True salvation|
All of the following are class features of the coatl.
A coatl casts divine spell drawn from the Inquisitor spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a coatl must have a Charisma score equal to at least 10 + the spell level.
The Difficulty class for a saving throw against a coatl’s spell is 10 + the spell level + the coatl’s Charisma modifier.
A coatl can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Coatl Spells per Day. In addition, he receives bonus spells per day if he has a high Charisma score.
A coatl’s selection of spells is extremely limited. A coatl begins play knowing 4 0-level spells and two 1st-level spells of his choice. At each new coatl Hit Die, he gains one or more new spells as indicated on Table: Coatl spells knownin the table above. (Unlike spells per day, the number of spells a coatl knows is not affected by his Charisma score. The numbers are fixed.)
Upon reaching the 5th Hit Die, and at every third coatl Hit Die thereafter (8th, 11th, and so forth), a coatl can choose to learn a new spell in place of one he already knows. In effect, the coatl loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell he can cast. The coatl may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time he gains new spells known for the level.
Coatls learn a number of orisons, or 0-level spells, as noted on the table above under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those modified with metamagic feats, are expended normally.
At 1st Hit Die the coatl gains Touch of Serenity as a bonus feat, even if he doesn’t meet the prerequisites. He can deliver this attack, as well as those of other similar feats (like Stunning Fist for example, if he later gains it), with any of his natural attacks. At 6th Hit Die and every six Hit Dice thereafter, the duration of Touch of Serenity increases by 1 round. Each round, on its turn, the target may attempt a new Will saving throw to end the effect as a full-round action. This duration does not stack, only the longest remaining duration applies.
A coatl can release a wave of energy by channeling the power of the heavens through his body. A Coatl channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the coatl. The amount of damage dealt or healed is equal to 1d6 points of damage at 2nd Hit Die plus 1d6 points of damage at 4th Hit Die and for every three coatl Hit Dice beyond 4th (3d6 at 7th, 4d6 at 10th, and so on). Creatures that take damage from channeled energy receive a Will saving throw to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A coatl may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A coatl can choose whether or not to include himself in this effect. [Cleric – Channel Energy]
At 3rd Hit Die a coatl gains two wing buffet secondary natural attacks, dealing 1d4 points of bludgeoning damage + 1/2 his Strength modifier. All of the coatl’s natural attacks count as magical weapons for the purposes of overcoming damage reductions.
At 4th Hit Die the coatl’s bite attack delivers a strong venom (1d6 Dexterity, 2 rounds/10 rounds, DC = 14 + Charisma bonus). This poison takes effect only on one bite attack per round, regardless of how many were made. If this effect brings a creature’s Dexterity to 1 or less, it is paralyzed until its Dexterity score is restored. All of the coatl’s natural attacks count as magical and silvered weapon for the purposes of overcoming damage reductions.
Upon reaching his 1st Advancement Tier, the coatl gains one among Crane Style, Snake Style, or Kirin Style as a bonus feat, even if he doesn’t meet the prerequisites. From this moment onwards, the coatl counts as if having the Improved Unarmed Strike feat for the purposes of qualifying for style feats. All such feats that apply only on an unarmed strike apply also to the coatl’s natural attacks. If the coatl already had one of the style feats, he can still choose it; he doesn’t gain any new feat, but he still gains the bonuses while using the chosen style later on (see below).
At 6th Hit Die, a coatl is immune to fear (magical or otherwise).
Each ally within 10 feet of it gains a +4 morale bonus on saving throws against fear effects.
At 8th Hit Die the coatl’s scales gain supernatural durability. The coatl gains an enhancement bonus to his natural armor equal to his Constitution bonus (if any). From 12th Hit Die onwards, he also gains a deflection bonus to AC equal to his Wisdom bonus (if any) against the attacks of evil creatures.
At his 2nd Advancement Tier, a coatl gains Crane Wings, Snake Sidewind or Kirin Strike (as appropriate for the style chosen with righteous path) as a bonus feat, even if he doesn’t meet the requirements. If he already had the feat, he gains no feat instead.
Furthermore, he gains one of the following benefits while using the selected Style’s stance.
Snake’s Armor: While using Snake Style, the coatl gains a +2 bonus to Fortitude saving throws and a +4 bonus to CMD, as well as an extra bite attack when performing a full attack action. The extra bite attack doesn’t stack with extra attacks from other sources, such as haste.
At 9th Hit Die, a coatl grows larger, becoming Large sized. The base damage of his bite attacks becomes 1d8, that of his tail attack becomes 1d6, and that of his wing buffets raises to 1d6. Furthermore, the coatl gains a +6 bonus to Strength, a +4 bonus to Constitution, a –2 penalty to Dexterity and a +2 bonus to his natural armor. The size change also gives the coatl a –1 penalty to AC and attack rolls, a +1 bonus to his CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The coatl gains a 10-foot reach with his tail attack.
At 10th Hit Die, a coatl can make a foe into a friend with a single show of mercy. As an immediate action, when one of his melee attacks would reduce a creature to 0 or fewer hit points, the coatl can spend 3 uses of channel energy to make the target of that attack surrender. When the target surrenders, he is reduced to 0 hit points, becomes disabled, and is charmed, as if the coatl had cast charm monster with a caster level equal to his level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the coatl dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The coatl can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect. [Monk – Monk of the Lotus – Touch of Surrender]
At 12th Hit Die, a coatl is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the coatl is conscious, not if he is unconscious or dead. [Paladin – Aura of Resolve]
Upon reaching its 3rd Advancement Tier, a coatl gains Crane Riposte, Snake Fangs or Kirin Path (as appropriate for the style chosen with Righteous Path) as a bonus feat, even if he doesn’t meet the requirements. If the coatl already had the feat, he gains no feat. Furthermore, he gains one of the following benefits while using the selected style’s stance:
Banishing Wings: Whenever an attack against the coatl misses, the attacker get a –1 penalty to attack rolls and Will saves against the coatl. These penalties stack, and continue to accumulate until the battle ends or the creature successfully hits the coatl with an attack. This benefit applies to the Crane style.
Fangs of Expel: The coatl can get his poison to stun the creature on hit, instead of its normal effects. If so used, this poison overcomes any poison immunity of the target. This benefit applies to the Snake style.
Mental Superiority: The coatl’s attacks ignore 10 points of damage reduction (except for /– or /epic), and/or 10 points of regeneration (except for /epic). In addition, the coatl adds his Intelligence bonus (if any) to all attack rolls. This benefit applies to the Kirin style.
At 13th Hit Die, a coatl gains spell resistance equal to his current coatl Hit Dice +10. In order to affect the coatl with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the coatl’s spell resistance. This spell resistance becomes 4 points higher against spells and spell-like abilities with the [evil] descriptor, as well as any spell or spell-like ability casy by evil outsiders. [Monk – Diamond Soul]
At 14th Hit Die, a coatl can set up vibrations within the body of another creature to win over the creature’s mind. The coatl can use touch of peace once per day, and must announce his intent before making his attack. On a successful hit, the attack deals no damage, but the target is charmed as if the coatl had cast charm monster with a caster level equal to his level. The target does not get a saving throw against this effect. The creature is charmed for 1 day per level. If the coatl or his allies attack the charmed creature, or if the coatl asks or commands the charmed creature to take hostile actions, the effect ends. This is a mind-affecting charm effect. [Monk – Monk of the Lotus – Touch of Peace]
Once per day, a coatl of 4th Advancement Tier can assume a special fighting stance as a swift action. When he does, he chooses either of the styles he didn’t choose with righteous path (crane, snake, or kirin), gains the benefits of the first two bonus feats (Crane Style and Crane Wing, Snake Style and Snake Sidewind, or Kirin Style and Kirin Strike respectively), and enters both this style and the one he chose with righteous path at the same time. For the duration of this special stance (as a normal style stance), the benefits of heavenly path and path of salvation apply to both styles.
Of Stranger Bonds, © 2019, Alessandro Passera