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, Marid TEMPLATE; CR: 2; XP: 600; Deep One sorcerer (marid) 3, Align: CE; Monstrous humanoid (aquatic, deep one)
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: +6; Dex: -4; Con: +8; 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)(c), Use Magic Device (Cha)(c) Racial Modifiers: +4 Stealth underwater
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.
Deep Dweller (Ex): Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devoted (Ex): Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.
Immortal (Ex): A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su): A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
Languages: Aklo, Common
Special Qualities: amphibious, devoted, item use
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 (amphibious, devoted, item use)
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; CR: 2; XP: 600; Deep One sorcerer (marid) 3, Align: CE; Monstrous humanoid (aquatic, deep one)
Init: +4; Senses: Low-light Vision, Perception +3
DEFENSE: AC: 8; TAC: 8; FFAC: 8 (-2 Dex); HD: 3d6+12; HP: 25; Saves: For: +5, Ref: -1, Will: +6, Resist cold 10
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +4 (1d6+4/x2); Ranged: dart +1 (1d4+4/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: 16; Dex: 7; Con: 19; Int: 13; Wis: 17; Cha: 17; BAB: +1; CMB: +4; CMD: 12
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) -2(+2 underwater), Swim (S) +14, Use Magic Device (Cha)(c) Racial Modifiers: +4 Stealth underwater
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.
Deep Dweller (Ex): Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devoted (Ex): Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.
Immortal (Ex): A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su): A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
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