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