CN Male water mephit hydrokineticist 4
Languages: Aquan, Auran, Common
Init: +10
DEFENSE AC 20 (+3 natural, +6 Dex, +1 size), touch 17, flat-footed 14
DR 5/magic CMD 22
HP 71 (7 nonlethal damage from burn); 7HD; fast healing 2 (in water)
Saves Fort +10; Ref +16; Will +5 (-1 Wis)
OFFENSE
Speed 30 ft; fly 40 ft (average), swim 30 ft
Base Attack +6; Melee Touch +7; Ranged Touch +13
CMB +6
Melee
2 claws +8 (1d3+1)
Ranged
Breath weapon (15 ft cone, 1d8 acid, Ref DC 15 for half, usable every 4 rounds)
Water blast +14 (3d6+8)
EQUIPMENT
Scroll of Dimension Door
Wand of Elemental Aura (4 charges)
Wand of Feather Fall (15 charges)
Wand of Grease (5 charges)
Wand of Mage Armor (8/10 charges)
Wand of Tongues (5/6 charges)
scroll of cure light wounds
Belt of Incredible Dexterity +2
Circlet of Persuasion
Cloak of Resistance +2
Feats:
Point Blank Shot
Precise Shot
Toughness
Improved Initiative
Special Abilities:
Basic Hydrokinesis (sp): Create water as the cantrip, purify water as if using purify food and drink, dry wet creatures and objects as if using prestidigitation.
Burn (Ex): Accept 1 point of burn to add the effects of extended range or pushing infusion to water blast. Can also accept 1 point of burn to increase shield bonus to AC that shroud of water ability grants, or to extend the duration of veil of mists. For each point of burn, take 7 pts non-lethal damage (only recoverable with a full nights rest - cannot be reduced or redirected in any way).
Elemental Overflow (Ex): Whenever you have accepted 1 point burn, gain +1 attack and +2 damage with kinetic blast. (has been factored in)
Elemental Whispers (Su): Formed a bond with a fragment of elemental water in his mind which communicates telepathically and likes Octaris to take bold risks, sulky when close to fire. +3 bonus to swim. As long as at least 4 gallons of water nearby, can form a blue-ringed octopus (which disappears if fail to concentrate - standard action each round - or if damaged)
Extended Range (Su): Accept 1 point of burn or use gather power to increase range of water blast to 120' for 1 round.
Fast Healing (Ex): Heal 2 pts damage per round when submerged in water.
Gather Power )Su): If both hands are free, gather power as a move action. This creates a loud, visible display in a 20 ft radius. It allows you to avoid 1 point of burn for extended range or pushing infusion, if used in the same round. If using gather power for a full round, reduce burn by 2 points (and can also use move action on next round to up it to 3 total points).
If you take damage during or after gathering power before release of water blast, succeed at concentration check (1d20+7) or lose the gathered energy. DC is 11+amount of damage taken. Fail means you must accept 1 pt of burn.
Kinetic Blast (Sp): As a ranged attack, unleash a water blast at a single target within 30 ft. Must have 1 hand free.
Mephit's Knack (Ex): As a water mephit, you are naturally talented at hydrokinesis and so water blasts deal damage as if you were a 6th level kineticist.
Pushing Infusion (Su): By accepting 1 pt of burn or using gather power, can attempt a bull rush combat manoeuvre with a +8 CMB to push target back 5 ft. Can push an additional 5 ft for each additional point of burn accepted (by using gather power)
Shroud of Water (Su): You can surround yourself with a shroud of water that acts either as armour (AC +4) or a Shield (AC +2). You can change the type as a standard action. By accepting a point of burn, increase the bonus by +1 until burn is removed. Any time you accept burn, you get both bonuses for 1 round. Dismiss or restore this as an immediate action.
Summon (Sp): Once per day, can use a full round action to summon a water mephit (friend: Dupralia) - 25% chance of working. Lasts for 1 hour.
Veil of Mists (Su): Create a misty veil that functions as disguise self and lasts for 3 minutes. If you accept 1 pt of burn, it lasts until dismissed or until burn is removed. (You start with this active, see secret spoiler below).
Wand of Elemental Aura: Use this wand to create an aura around yourself. Creatures adjacent to you at time of casting take 2d6 damage and the effect of the chosen type. DC 14 reflex save avoids half damage and the effect.
Acid - sickened, and on following round 1 pt acid damage and remain sickened
Cold - fatigued (but cannot change fatigued to exhausted)
Electricity - staggered for 1 round
Fire - catch on fire
SECRET:
Intellectually, the mephit Aurathius has never been the sharpest coral on the reef, yet he has always enjoyed a stronger mastery of water than his peers and an uncanny knack for tricking others. In comparison, his cousin Octaris is an arcane genius - or as Aurathius sees him, an arrogant, stuffy academic who spends too much time fiddling with his spellbooks and not enough time enjoying the opportunities he has in life.
It is fitting, then, that Aurathius chose to seize some of these opportunities for himself by assuming his pompous cousin's identity and showing up in his place! In place of a true familiar, Aurathius can manifest an aqueous octopus by sheer force of will. Rather than cast spells, he relies on his occult mastery of water, a bag full of wands, and enough bluster to fake true arcane power.
Aurathius is aan eternal prankster, constantly amusing himself by tricking the gullible and bringing more humor to everyone's lives. He believes that most rules are crutches built by dull, uninspired individuals to allow them to make decisions mindlessly. He may not be a member of the Concordance yet, but the idea of proving himself first and earning membership in the field sounds appealing. At the very least, a Concordance mission promises to test his skills at improvisational magic and disguise.