Concept and background:
1) Cyanea was raised in Absalom by her mother. She never knew her father, except through her mother's stories of his otherworldly beauty and flowing grace. They had known each other for only a short time, she said, but to spend even a few days with one so noble as a marid was a blessing equalled only by Cyanea herself.
2) While Cyanea's marid heritage did not display itself prominently at a casual glance, it did bestow upon her the ability to control water with merely a thought. This began to manifest when she was only a toddler - which made mealtimes frustrating for the willful toddler's mother.
3) Cyanea grew up on her mother's ship, sailing between Cheliax and Absalom on the Inner Sea. She was a darling of the crew, taught to hoist sails and watch for signs of bad weather as soon as she was old enough to climb and haul.
4) Her mother was stricken with illness and passed away when Cyanea was 13. The ship and control of the trade route was given to her mother's first mate, while Cyanea was left with little but her mother's old sword.
5) Both to honor the memory of her mother and to try to attract the attention of her mysterious father, Cyanea began to sail herself once she was old enough. She began as little more than a ferry driver between Oppara and Absalom, but with time she attained her own ship, Marid's Treasure.
6) On one of Marid's Treasure's earliest voyages, she and a few of her crew stopped at a show where a busker danced with a trained badger as accompaniment. Noticing the creature's significant limp, Cyanea took pity and offered to buy the creature from its former master (a deal the busker was all too willing to take - as his cohort slowed down, so did his profits). The animal, renamed Iroas, soon became Cyanea's beloved pet, and a constant fixture at her side.
7) Since Cyanea and Iroas first met, she has been using her command of water to soothe the painful ache in Iroas's leg. Over time, this has had a curious effect - with each treatment, the limp subsides a bit further, but his toes have also begun to web, and the faint outline of gills are visible beneath his thick fur. Now, he is as attuned to the water as his master...which she was glad to discover the first time rough seas threw him overboard.
7) To avoid competing with her mother's former friends, Cyanea's travels began to take her further and further south. Eventually, she extended her reach all the way to Iblydos, and now she journeys between Absalom and Megalios once a year.
8) In that expanse between the two islands, there be monsters... While Cyanea was able to defend her prize against all comers until recently, off the coast of Holomog she was beset upon by a sea hag that threatened to sink her ship and kill her entire crew. The sea hag was eventually defeated, but the ship was badly crippled, and Cyanea and what crew are left barely managed to struggle into Aelysos a fortnight and a half ago.
9) Now Cyanea is stranded in Aelysos, with a badly damaged ship and little of her cargo left to help her recoup her losses, and with Ousmariku due to return at any moment, Aelysos is not an ideal place to be stranded...
Goals:
1) Cyanea's immediate need is to recoup her recent losses, provide for what little of her crew remains, and find new hands for the journey.
2) Someday, Cyanea wants to meet her father. She thinks it little more than a pipe dream, but her mother said he hailed from the southern oceans, and she cannot deny she's felt drawn here for much of her life. All she knows is that he was a marid and that he spent little more than a week in Absalom 27 years ago.
Secrets:
1) Though she's met with success so far (until recently), Cyanea is terrified that she won't live up to her mother's legacy. She goes to great length, however, to conceal this uncertainty from her crew, and carries her mother's sword with her to remind her that greatness runs in her veins from both halves of her lineage.
2) Cyanea's mother knew her lover in the form of a marid, but even she could not have guessed that that magnificent form was only a murky reflection of his true power...
----- Statblock ----- :
Undine kineticist 5
NG Medium humanoid (human), outsider (native, aquatic)
Init +5; Senses darkvision 60 ft; Perception +11
----- Defense ----- AC 22, touch 16, flat-footed 15 (+5 DEX, +2 shield, +1 armor (ABP), +1 deflection (ABP), +3 armor)
hp 55 (5d8+15); fast healing 2 (when submerged in water, 10 hp/day)
Fort +8, Ref +10, Will +5 (+1 resistance (ABP))
Defensive Abilities shroud of water; Resist cold 5
----- Offense ----- Speed 30 ft., swim 30 feet
Melee Rapier +8 (1d6/18-20 x2)
Ranged Water blast +8 (3d6+6/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks water blast
----- Statistics ----- Str 10, Dex 20 (physical prowess +2), Con 16, Int 10, Wis 16 (4th level increase, mental prowess +2), Cha 12
Base Atk +3; CMB +3; CMD 17
Feats Persuasive (bonus feat), Nature Soul, Animal Ally, Boon Companion
Skills Profession (sailor) +11 (5 BG ranks), Handle Animal +6 (5 BG ranks), Knowledge (nature) +10 (5 ranks), Survival +13 (5 ranks), Diplomacy +11 (4 ranks), Intimidate +7 (1 rank), Perception +11 (5 ranks)
Traits World Traveler, Heirloom Weapon (proficient with mother's rapier), Careful Combatant (first two squares of withdraw action do not provoke) Drawback Attached (mother's rapier)
Languages Common, Aquan
SQ elemental overflow +1, metakinesis (empower), infusion specialization 1, amphibious
Equipment masterwork studded leather (175 gp, 20 lb), rapier (free from trait, 4 lb), backpack (part of pathfinder's kit), pathfinder's kit (12 gp, 22 lb) ioun torch (75 gp, -), nautical chart (25 gp, -), chain belt (15 gp, 0.25 lb), underwater compass (20 gp, 0.5 lb), traveler's any tool (250 gp, 2 lb), fan feather token (200 gp, -), lady's mercy (150 gp, -), potion of lesser restoration (300 gp, -), oil of create water (25 gp, -), potion of silence (300 gp, -), earplugs (3 cp, -) wandermeal (7 days, 7 cp, 3.5 lb) 382 gp, 5 sp, 5 cp
----- Special Abilities -----:
Elemental Focus water
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Water Blast) (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Shroud of Water (Elemental Defense): You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
Basic Hydrokinesis You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
Kinetic Healer (Utility Wild Talent, 1 burn): With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.
Extended Range (Form Infusion Wild Talent, 1 burn): Your kinetic blast can strike any target within 120 feet.
Spindle (Form Infusion Wild Talent, 2 burn, DC 16 Reflex negates): You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy (or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based.
Torrent (Form Infusion Wild Talent, 2 burn, DC 16 Reflex half): A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.
Slick (Utility Wild Talent): As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.
----- Animal Companion - Iroas -----:
N Medium (treat as Large) animal
Senses low-light vision, scent; Perception +6
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural; +2 v. attacks of opportunity)
hp 50 (5d8+15)
Fort +6, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft., swim 20 ft.
Melee bite +5 (1d6+4 plus trip), 2 claws +0 (1d4+4)
Special Attacks rage (as per barbarian, 6 rounds/day)
STATISTICS
Str 15, Dex 16, Con 17, Int 3, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Hefty Brute, Endurance, Diehard
Skills Perception +6 (2 ranks), Acrobatics +8 (2 ranks), Swim +6 (1 rank)
SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, stay), amphibious
Languages Common (cannot speak)
Equipment exotic pack saddle (30 gp, 30 lb), feed for a week (3 sp, 5 cp, 35 lb), woven kelp rope (100 feet, 40 gp, 10 lb), pathfinder's kit (a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone) (12 gp, 22 lb)