+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider:
Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
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: Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Energy Resistance: Terrain Chameleon: Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action. This racial trait replaces energy resistance.
Water Affinity: 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.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Primary Class: Warpriest
Archetype: Champion of the Faith
Blessings: Good, Knowledge
Favored Class Bonus: 4/6 of bonus feat
Blessings 5/day DC 16:
* Good: touched weapon glows and deals +1d6 damage to evil creatures for 1 minute
* Knowledge: With a touch attack, gain info about a creature as if you made a knowledge DC 23 check
Fervor: 6/day
* Touch: Heal 1d6 or harm undead
* Self (SWIFT): Heal 1d6
* Spell (SWIFT): Cast a spell you have prepared but it targets only self
Smite Evil: (SWIFT) 1/day +4 damage (+8 first round if target us undead, dragon, or evil outsider), ignore DR
Pearl of Power I 1000 gp
Scroll of remove paralysis 150 gp
Scroll of remove fear 25 gp
Scroll of endure elements 25 gp
Scroll with 2 x protection from evil 50 gp
Scroll of obscuring mist 25 gp
Scroll of Hanspur's flotsam vessel 150 gp
Scroll of resist energy 150 gp