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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Featured Races 2

Such an undine has a breath weapon that is a 5-foot

cone of acidic water usable once per day. The breath

deals 1d8 points of acid damage per two character levels

(maximum 5d8). A Ref lex saving throw (DC 10 + 1/2 the

undine’s level + the undine’s Constitution modifier)

halves the damage. This racial trait replaces the spelllike

ability racial trait.

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.

Deepsight: The eyes of some undines are especially

adapted to the lightless depths of the oceans, but not

to air-filled environments. An undine with this racial

trait has darkvision 120 feet when underwater, but

otherwise has no darkvision at all. This racial trait

replaces darkvision.

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.

Nereid Fascination: Some undines can trace their

ancestry to nereids as well as to outsiders. Once per

day as a standard action, such an undine can create a

20-foot-radius aura that causes humanoids within the

aura’s range to become fascinated with her for a number

of rounds equal to 1/2 the undine’s character level

(minimum 1). Targets may resist with a Will save (DC 10 +

1/2 the undine’s level + the undine’s Charisma modifier).

This is a supernatural ability. This racial trait replaces

the spell-like ability racial trait.

Ooze Breath: Some undines’ outsider heritage can

be traced to ooze mephits. These undines have a breath

weapon that is a 5-foot cone of slime usable

once per day. The slime deals 1d4 points

of acid damage per two character levels

(maximum 5d4) and sickens creatures in

the area for 3 rounds. A successful Ref lex

saving throw (DC 10 + 1/2 the undine’s

level + the undine’s Constitution

modifier) halves the damage and

negates the sickened effect. This

racial trait replaces the spell-like

ability racial trait.

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,

Undine Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt

rather than match force with force.

Native Outsider: Undines are outsiders with the native subtype.

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: Hydraulic push (Advanced Player’s Guide) 1/day (caster level equals the

undine’s level).

Energy Resistance: Undines have cold resistance 5.

Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score

as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water

domain cast their Water domain powers and spells at +1 caster level.

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.

175

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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