Hydrokineticist 4 | HP 47/47 NL 0 | AC 22 TO 14 FF 18 | F +8 R +8 W +1 | CMD 17/13(FF) | Init +4 | Perc +7 Darkvision, Blindsense 30 (in water)
About Guillaume Coeur-de-Lion
Guillaume was raised in a simple fishing village on he Andoran coast. It was known in town that his mother had some unusual ancestry, so his birth was more or less accepted, though he was always looked askance at by some of the more traditional townsfolk. He had a largely ordinary childhood, punctuated occasionally by bits of excitement when his mother's family came to town. They were privateers, working for the Andoran navy, with their own ship and everything! His grandfather the captain, his great-uncle and his mother's older sister, all doted on the boy and regaled him with wild tales of adventure. While his mother loved her family, she didn't approve of them filling his head with such wild notions, and always lectured him at length about how dangerous and boring that life could be. She would know; she had been their navigator before she tired of the sailing life and settled down with his father, a simple Andoren fisherman.
As he grew older, though, he yearned for the adventuring life. Nothing his parents said could dissuade him. Not even the truth, which she finally told him one night, when he was on the verge of manhood: that his mother was careful to cover for her family with the townsfolk, but in reality they often engaged in acts of base piracy, in defiance of their Letter of Marque. It was this lawlessness, more than anything, that had driven her from the lifestyle, and she wanted her son to have nothing to do with it. But she did let slip that her father's ship, the Sea Axe, often sailed the Shackles.
Within weeks, he had gathered his things and abandoned home, determined to track down his mother's kin and join them on the high seas. He has spent the intervening years hopping from one ship to another. Even after arriving in the Shackles several years ago, he has been unable to locate his kin, but he has gained ample experience sailing the rough seas and wild winds near the Eye of Abendego.
Guillaume's undine heritage is obvious. His skin is the deep, dark blue of the ocean, his ears elonated and almost fin-like. His fingers and toes are partially webbed, and since youth he has been able to breathe water and swim like a fish. He wears little more than he must for modesty, and goes barefoot all the time, unless compelled not to. His only concession to defense is a finely-wrought shirt of mail, which his grandfather gave to him the last time Guillaume saw him, a year or so before he reached adulthood.
Undine hydrokineticist 4 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 10)
N Medium outsider (aquatic, native)
Init +4; Senses darkvision 60 ft.; Perception +7
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +1 natural, +3 shield)
hp 47 (4d8+24)
Fort +8, Ref +8, Will +1
Speed 30 ft., swim 30 ft.
Melee dagger +3 (1d4/19-20) or
dagger +3 (1d4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—shroud of water
Infusions—extended range, pushing infusion
Blasts—water blast (2d6+9)
Utility—basic hydrokinesis, kinetic healer, slick
Str 10, Dex 18, Con 19, Int 12, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Point-Blank Shot, Toughness
Traits abendego pilot (eye of abendego), touched by the sea
Skills Acrobatics +10, Heal +5, Intimidate +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +2, Perception +7, Profession (sailor) +9, Stealth +7, Swim +15
Languages Aquan, Common, Protean
SQ amphibious, burn (1 point/round, max 7), elemental overflow +1, gather power, hydrated vitality[ARG], water sense[ARG]
Other Gear mwk chain shirt, dagger, dagger, amulet of natural armor +1, backpack, belt pouch, blanket[APG], silk rope (50 ft.), torch (10), trail rations (5), waterskin, 23 gp
Amphibious (Ex) You can survive indefinitely on land.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hydrated Vitality (8 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pushing Infusion (CMB +7) Your kinetic blasts makes Bull Rush CMB using Con.
Pushing Water Blast (Sp) Level 2; Burn 1
Slick (DC 15) (Sp) Use your slick for any of the effects of the grease spell for 1r
Swim (30 feet) You have a Swim speed.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.