Quadav Red Mage 4
N Medium Humanoid (Reptilian, Quadav)
Init +1; Senses Low-Light Vision; Perception +9
AC 17, touch 12, flat-footed 16 (+3 armor, +1 dex, +1 shield, +1 deflect, +1 natural)
HP 28 (4d8+8)
Fort +6, Reflex +2, Will +6
Defensive Abilities Full Withdrawal; Resist Water 5;
Speed 20 ft., Swim 30 ft.
Melee Quadav Short Sword +6 (1d6+2/19-20)
Special Attacks Spell Combat, Spellstrike
Special Abilities Arcane Pool (5 points), Quick Cast (1/day), Ruby Arcana (Arcane Accuracy)
Spells Known (Red Mage CL 4th, Concentration +7)
Str 14, Dex 12, Con 14, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 16
Feats Cleave, Power Attack
Skills Acrobatics +4, Climb +5, Knowledge (Arcana) +8, Perception +9, Spellcraft +8
Languages Aquan, Common, Quadav
SQ Armored Mage (Light), Hold Breath, Red Magery (Spell Combat Expertise +2), Ruby Knowledge, Spell Proficiency, Steel Shelled
Gear cure potion(2), 2nd-lvl red mage scroll, quadav short sword, quadav studded leather, ring of protection +1
Full Withdrawal (Ex)
As a full round action, quadav may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).
Hold Breath (Ex)
Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Steel Shelled (Ex)
As a quadav gets older the harder its shell gets and gains a +1 natural armor bonus.