Seascale Mageknight

SEASCALE MAGEKNIGHT

CR 12

Male Lizardfolk Humanoid 2 / Sorcerer 6 / Fighter 1 / Eldritch Knight 5

LE Medium humanoid (reptilian)

Init +5; Senses Perception +8,

DEFENSE
AC 22, touch 11, flat-footed 21 (+6 armor, +1 Dex, +5 natural, )

hp 182 (2d8)+(6d6)+(1d10)+(5d10)+70

Fort +15, Ref +5, Will +9

OFFENSE
Speed 30 ft. Swim 45 ft.

Melee terbutje of frost +3 +17/+12 (1d8+6/19-20)

Melee claw +13 (1d4+3)

Melee bite +10 (1d4+3)

Known Sorcerer Spells (CL 10th, concentration +14):

5th (3/day) - cone of cold (DC 19)

4th (6/day) - enervation, fear (DC 18)

3rd (7/day) - aqueous orb (DC 17), ash storm , fireball (DC 17)

2nd (7/day) - acid arrow, boiling blood (DC 16) , darkness , glitterdust (DC 16) , haunting mists (DC 16) , slipstream (DC 16)

1st (7/day) - burning hands (DC 15), color spray (DC 15) , icicle dagger , infernal healing (DC 15) , mirror strike (DC ) , hydraulic push

0th (at will) - acid splash, bleed (DC 14) , dancing lights , detect magic , detect poison , flare (DC 14) , light , prestidigitation (DC 14) , scrivener's chant (DC 14)

STATISTICS
Str 17, Dex 12, Con 20, Int 11, Wis 14, Cha 19

Base Atk +10; CMB +13; CMD 24

Feats Arcane Armor Training, Arcane Blast, Arcane Vendetta, Combat Casting, Dazing Spell, Eschew Materials, Expanded Arcana, Improved Initiative, Martial Weapon Proficiency (Terbutje), Power Attack, Weapon Focus (Terbutje)

Skills Acrobatics +4, Bluff +4, Climb +2, Diplomacy +4, Disguise +4, Heal +2, Intimidate +4, Knowledge (Arcana) +17, Perception +8, Perform (Untrained) +4, Sense Motive +2, Spellcraft +17, Survival +2, Swim +10,

Languages Draconic

SQ Aquatic Adaptation, Aquatic Bloodline, Bloodline Arcana, Bloodline Powers, Bonus Feat, Bonus Feats, Cantrips, Dehydrating Touch, Diverse Training, Hold Breath, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Possessions  terbutje of frost +3;  chain shirt of energy resistance +2;

SPECIAL ABILITIES
Aquatic Adaptation (Ex)  At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

Aquatic Bloodline  Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Bloodline Arcana  Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers  Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Bonus Feat  At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.

Bonus Feats  At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Cantrips  You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Dehydrating Touch (Sp)  Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 3d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Diverse Training  An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats

Eschew Materials

Hold Breath (Ex)  A lizardfolk can hold its breath for 80 rounds before it risks drowning.

Sorcerer Expanded Arcana 1x2

Weapon and Armor Proficiency  A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon and Armor Proficiency  Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.