Let's go 18-20 on the augmented critical.
Suggested Feats: Empower Spell, Eschew Material Components, Maximize Spell, Weapon Focus (pincer)
Suggested Skills: Bluff, Concentration, Diplomacy, Disguise, Knowledge (arcana), Listen, Spellcraft, Spot
Skills: A sea hermit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.