Born in a sleepy hamlet in he Lands of the Linnorm Kings, Thorfinn was always different from the other children, forever on the edge of society. They never accepted him, because he was different. Born with emerald-green eyes, his mother knew immediately that he had inherited her family's...condition. They were sorcerers, whose blood had been altered long ago by draconic power. It was too far back for anyone to say for certain, but all the signs were there. Some family members had claws, others scales, or slit-pupiled eyes, or features that were stranger still. And her son had inherited that bloodline. Growing up, he spent a lot of time with his family, learning to control what lay within, but he still tried to play with the other children. Mostly, they wanted nothing to do with the strange boy with the weird eyes. His mother and grandfather consoled him, told him that it was their lot in life, that he could either run from his destiny and try to be *normal*, though he'd always be a little bit different, or he could embrace it and be so much more. Thorfinn proclaimed that he would embrace his destiny. His mother, an accomplished sorceress, smiled. Over the following years, his mother taught him to channel the power of his blood. In time he came to be respected, if never well-liked, by the other children. Wyrmblod, they called him, as they had called his mother and grandfather before him. But when he came of age, he walked away. He chose to seek his fortune elsewhere, among those who would accept him fully, without constant reservation.
First traveling to Varisia, he studied with local sorcerers, learning to master evocations. But he continued on. Eventually, he fell in with the Wild Wolves, where he provided arcane support on the battlefield. He served with the unit in he Cursed Operation, after which he began to notice changes. His hair began to fall out, his skin became rougher and scaly. Before long, he had been totally transformed into one of the lizardfolk. Unlike many of the unit, he found this to be no curse, but a boon. He saw it as apotheosis, unity with the dragon. To this day he glories in his change, proclaiming that it shows the blessing of his god. He reacts angrily to any suggestion that his new form is anything less than a humanoid dragon.
Thorfinn is strongly built but not particularly tall, for a lizardfolk. He wears silken armor and carries a longspear, though in combat he generally casts it aside in favor of his draconic claws and bite.
Lizardfolk dragon disciple 3/sorcerer 1 (Pathfinder RPG Bestiary 195)
CN Medium humanoid (reptilian)
Init +4; Senses Perception +6
AC 23, touch 13, flat-footed 21 (+3 armor, +1 deflection, +2 Dex, +7 natural)
hp 56 (6 HD; 1d6+2d8+3d12+18)
Fort +9, Ref +5, Will +5
Resist acid 5
Speed 30 ft., swim 15 ft.
Melee bite +8 (1d4+10), 2 claws +8 (1d4+10)
Special Attacks breath weapon (4d6 acid, 30 ft. cone, DC 13, 1/day), claws (2, 1d6, treated as magic weapons, 4 rounds/day), dragon bite
Spell-Like Abilities (CL 2nd; concentration +3)
Sorcerer Spells Known (CL 5th; concentration +6)
1st (6/day)—burning hands (DC 13), chill touch (DC 12), enlarge person (DC 12), mage armor
0 (at will)—acid splash, detect magic, mage hand, open/close (DC 11), prestidigitation
Str 20, Dex 14, Con 16, Int 12, Wis 10, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Arcane Strike, Eschew Materials, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits magical knack, reactionary
Skills Acrobatics +6, Appraise +5, Climb +9, Intimidate +7, Knowledge (arcana) +7, Knowledge (engineering) +5, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6, Spellcraft +7, Swim +14, Use Magic Device +8; Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hold breath
Other Gear +2 silken ceremonial armor[UC], amulet of mighty fists +1, belt of giant strength +2, cloak of quick reflexes +1/+2[MA], ring of protection +1, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), trail rations (5), waterskin, 254 gp, 1 sp, 1 cp
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (4d6 acid, 30 ft. cone, 1/day, DC 13) (Su) As a standard action, deal energy damage in area (Ref half).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Magic Claws & Bite (4 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Swim (15 feet) You have a Swim speed.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.