Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);
Sorcerer, Deep One Hybrid, Marid TEMPLATE; CR: 2; XP: 600; Deep One Hybrid sorcerer (marid) 3, Align: CE; Humanoid (deep one, human)
Init: +0; Senses: Low-light Vision, Perception +2
DEFENSE: AC: 11; TAC: 10; FFAC: 11 (+1 natural armor); HD: 3d6+3; HP: 16; Saves: For: +1, Ref: +1, Will: +3, Resist cold 10
OFFENSE: Speed: 20 ft., swim 30 ft.; Melee: quarterstaff +1 (1d6/x2); Ranged: dart +1 (1d4/x2);
Bloodline Spell-Like Abilities (CL 3rd; concentration <>)
3+Cha/day - frost ray (cold) (1d6+1)
Sorcerer Spells Known (CL 3rd, concentration +);
1st - 2 - (5/day) -
0 - 4 - (at will) -
Bloodline marid, B bonus spell, * elemental damage as cold
Statistics: Str: ; Dex: -2; Con: +2; Int: ; Wis: +2; Cha: ; BAB: +1; CMB: +1; CMD: 11
Feats (3+bloodline): Eschew Materials
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c), Knowledge (planes) (Int)(c), Perception (W) +2, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c), and Stealth (Dex), Swim (S), Use Magic Device (Cha)(c) Racial Modifiers: +8 Swim
Special Abilities:
Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Final Change (Su): A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.
Sea Longing (Ex): Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
Take to the Water (Ex): A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.
Languages: Common, Aklo
Special Qualities: bloodline marid (frost ray, elemental resistance, bloodline feat (<>)), Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Deep one hybrid (natural armor 1 (+1 natural armor AC). final change, sea longing, take to the water(choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes))
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 553 gp
Charismatic and wise Sorcerer, Deep One Hybrid; CR: 2; XP: 600; Deep One Hybrid sorcerer (marid) 3, Align: CE; Humanoid (deep one, human)
Init: +4; Senses: Low-light Vision, Perception +3
DEFENSE: AC: 10; TAC: 9; FFAC: 10 (+1 natural armor, -1 Dex); HD: 3d6+6; HP: 19; Saves: For: +2, Ref: +0, Will: +6, Resist cold 10
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +1 (1d6/x2); Ranged: dart +1 (1d4/x2);
Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
6/day - frost ray (cold) (1d6+1)
Sorcerer Spells Known (CL 2nd, concentration +5);
1st - 3 - (6/day) - burning hands* (DC 15), magic missile, mage armor, obscuring mistB,
0 - 5 - (at will) - acid splash*, detect magic, light, ray of frost, read magic
Bloodline marid, B bonus spell, * elemental damage as cold
Statistics: Str: 10; Dex: 9; Con: 13; Int: 13; Wis: 17; Cha: 17; BAB: +1; CMB: +1; CMD: 10
Feats: Eschew Materials, Improved Initiative, Spell Focus (evocation), Spell Penetration
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c)+5, Knowledge (planes) (Int)(c) +6, Perception (W) +3, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c) +7, and Stealth (Dex), Swim (S) +11, Use Magic Device (Cha)(c) Racial Modifiers: +8 Swim
Special Abilities:
Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Final Change (Su): A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.
Sea Longing (Ex): Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
Take to the Water (Ex): A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.
Languages: Common, Aklo
Special Qualities: bloodline marid (frost ray, elemental resistance, bloodline feat (Improved Initiative)), Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Deep one hybrid (natural armor 1 (+1 natural armor AC). final change, sea longing, take to the water(choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes))
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - expeditious retreat (2), scrolls - marid's mastery (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 453 gp