Glyndower
Male Undine Shaman
NG Medium Outsider (Native)
Init +2; Perception +3; Darkvision 60ft.
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d8+2+3)
Fort +2, Ref +2, Will +5
Defensive Abilities
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Offense
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Speed 30 ft. Swim 30 ft.
Melee
Special Attacks Wave Strike 4/day
Spell Like Ability (CL 1st; concentration +3)
1/day - Hydraulic Push (CMB +4)
Shaman Spells Prepared(CL 1st; concentration +4)
1st: Cure Light Wounds, Hydraulic Push (CMB +4) Spirit Magic 1/day: Hydraulic Push (CMB +4)
0 (at will): Create Water, Detect Magic, Purify Food and Water
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Statistics
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Str 7, Dex 14, Con 14, Int 12, Wis 17, Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Hydraulic Maneuver
Skills Disguise +3 (+4 to appear human) Handle Animal +6, Knowledge (Planes) +5, Ride +6, Spellcraft +5, Swim +2 (Can always take 10)
Languages Common, Aquan, Ignan
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Special Abilities
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Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level).
Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Hydraulic Maneuver You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle), or trip combat maneuver. Each time you use hydraulic push, you must decide which of the allowed combat maneuvers you want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that spell.
Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Toad Familiar: The master of a toad familiar gains 3 hit points.
Toad Familiar:
Ribbit
N Diminutive animal (Familiar)
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, +1 natural)
hp 6 (1d8–2)
Fort +0, Ref +3, Will +4
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.