Hit Points
HP 27
Initiative +2 = 2 [Dex]
Movement: Base Speed [ 30 (6 sq.) ] Swimm Speed [ 30 (6 sq.) ]
Defense:
AC [16] = 10 +3 [+1 Leather] +2 [Dex] +1 [Dodge feat]
Touch AC [13] Flat-Footed [13]
CMD +16 = 10 +3 [BAB] +0 [Str] +2 [Dex] +0 [size] +1 [Dodge feat]
Energy Resistance:cold 5.
Hydrated Vitality:
Offense:
Base Attack Bonus +3
Basic Melee Attack +3
Basic Ranged Attack +5
Weapon Attack Bonus Critical Type Range Damage
Scimcar+1 1 18–20/2 S 1d6
Dagger 19-20/2 P 10(throw) 1d4
Shortspear(UWS) 20 p 20 1d6
Fortitude Save +5 = 4 [base] +1 [Con]
Reflex Save +3 = 1 [base] +2 [Dex]
Will Save +8 = 4 [base] +4 [Wis]
CMB +3 = 3 [BAB] +0 [Str] +0 [size]
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +0 = INT 0+0+0
Bluff +2 = CHA 2+0+0
Climb* +4 = STR 0+1+3
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Craft +0 = INT 0+0+0
Diplomacy +2 = CHA 2+0+0
Disable Device*† +2 = DEX 2+0+0
Disguise +2 = CHA 2+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† +6 = CHA 2+1+3
Heal +9 = WIS 4+2+3
Intimidate +2 = CHA 2+0+0
K (Arcana)† +0 = INT 0+0+0
K (Dungeoneering)† +0 = INT 0+0+0
K (Engineering)† +0 = INT 0+0+0
K (Geography)† +7 = INT 0+4+3
K (History)† +0 = INT 0+0+0
K (Local)† +0 = INT 0+0+0
K (Nature)† +4 = INT 0+1+3
K (Nobility)† +0 = INT 0+0+0
K (Planes)† +0 = INT 0+0+0
K (Religion)† +0 = INT 0+0+0
Linguistics† +0 = INT 0+0+0
Perception +4 = WIS 4+0+0
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession† +8 = WIS 4+1+3
Profession† +4 = WIS 4+0+0
Ride +2 = DEX 2+0+0
Sense Motive +4 = WIS 4+0+0
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +5 = INT 0+2+3
Stealth* +2 = DEX 2+0+0
Survival +4 = WIS 4+0+0
Swim* +7 = STR 0+4+3
Use Magic Device† +2 = CHA 2+0+0
* Armor Check Penalty 0
† Trained Only
Equipment
2210 gp Eelhide Leather Armor+1
2015 gp Scimcar+1
4gp Dagger x2
301gp shortspear (Undine weaponshaft)
15 gp Cain belt
4 gp Potion sponge x2
14 gp Druid's Kit(animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
0.5 gp fishing kit
2 gp wirst sheath x2
5 gp Spell Component Pouch
100 gp Potion of cure light wounds x2
300 gp Potion of cure moderate wounds
750 gp Wand of cure light wounds
280.5 gp coins
Feats
Combat Casting
Dodge
Traits
Devotee of the Green
Dangerously Curious
Carrying Capacity
Light Load: 38lbs.
Medium Load: 76lbs.
Heavy Load: 115lbs.
Lift Over Head: 115lbs.
Lift Off Ground: 230lbs.
Push or Drag: 575lbs.
Languages
Common
Aquan
Druidic
Druid Spells Per Day
Level 1 3 + 1 [Wis]
Level 2 2 + 1 [Wis]
Special Abilities
Undine
Racial Abilities:
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).
Energy Resistance: Undines have cold resistance 5.
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.
Druid
Domains: Floatsam
Resist Water's Call (Su): At 4th level, an undine adept gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the aquatic or water subtype, fey with the aquatic or water subtype, and spells and effects with the water descriptor. This ability replaces resist nature's lure.
Wild Shape (Su): At 6th level, an undine adept gains the ability to use wild shape. When an undine takes the form of a creature with the aquatic or water subtype, this ability functions at her class level + 1. For all other forms, her effective druid level for the ability is equal to her actual undine adept level. This ability otherwise functions as and replaces wild shape.
Amphibious (Su): At 2nd level, the undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air. This ability replaces woodland stride.
Augment Summoning (Su): At 3rd level, any creature with the water subtype the undine adept summons with either summon monster or summon nature's ally gains the benefits of the Augment Summoning feat. This replaces trackless step.
Nature Sense
Orisons
Wild Empathy
Experience Points 9000