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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
Waterstrike (Su): At 3rd level, the watersinger can
spend 1 round of bardic performance to command any
water he is currently manipulating with his watersong
performance to lash out and strike an opponent with a
slam attack. The watersinger uses his base attack bonus
and Charisma bonus to make this attack, and deals 1d6
points of bludgeoning damage plus his Charisma bonus.
The attack can originate from any square of water the
bard is manipulating, and the water can get a f lanking
bonus or help a combatant get one, but cannot make
attacks of opportunity. The water can make multiple
attacks per round if your base attack bonus allows you to
do so. At 10th level, the water’s slam damage increases to
1d8 points and the water gains a reach of 10 feet. At 15th
level, the water’s slam damage increases to 2d6 points.
At 20th level, the water’s slam damage increases to 2d8
points. This performance replaces inspire competence.
Lifewater (Su): At 5th level, the watersinger can spend
1 round of bardic performance as a standard action to
manipulate the water, blood, and other f luids within a
creature’s body, causing the target to become sickened
for 1d4 rounds. Alternatively, he may use this ability to
attempt a reposition combat maneuver (Advanced Player’s
Guide), using his base attack bonus and his Charisma
modifier as his CMB. This ability has a range of 30 feet,
only works on creatures whose bodies contain f luid, and
does not affect creatures that are immune to critical hits.
This performance replaces the use of lore master gained
at 5th level (though a watersinger still gains the use of
lore master once per day at 11th level and twice per day
at 17th).
Watersinger Spells: A watersinger adds certain waterthemed
spells to his spell list. He adds these abilities to his
spell list as soon as his bard level allows him to cast spells of
that spell level. 0—create water; 1st—hydraulic push (Advanced
Player’s Guide), slipstream (Advanced Player’s Guide); 2nd—
aqueous orb (Advanced Player’s Guide), hydraulic torrent (Advanced
Player’s Guide), water walk; 3rd—fluid form (Advanced Player’s
Guide), ride the waves (Ultimate Magic); 4th—control water,
communal water walk (Ultimate Combat); 5th—vortex (Advanced
Player’s Guide); 6th—seamantle (Advanced Player’s Guide).
NEW RACIAL RULES
The following equipment, feats, magic items, and spells
are available to undines. At the GM’s discretion, other
appropriate races may make use of some of these new rules.
other valuables, including links of silver and platinum,
or small hammered plates of gold set with gems. If worn
properly, the belt can hold up to 30 pounds of small items.
A swimming undine can unwrap the belt as swift action if
she needs to remove it to decrease her weight load.
Potion Sponge: This egg-sized sponge is covered in a
layer of waterproof edible wax, designed to absorb 1 dose
of a potion. Chewing a potion sponge and swallowing
its liquid contents is a full-round action. A creature of
at least Large size can swallow the sponge in its entirely;
other creatures must spit out the sponge once it’s
depleted (a free action). Unlike a potion that is drunk
from a vial, a potion sponge can be used underwater. A
potion can be poured from a vial into a sponge potion (or
squeezed from a sponge into a vial) as a full-round action.
The potion sponge is immune to attacks that specifically
target crystal, glass, ceramic, or porcelain, such as shatter.
It otherwise works like a potion vial.
Undine Weaponshaft: Undines incorporate a unique
design when crafting shafted weapons such as quarterstaves,
spears, and tridents. Instead of a solid shaft, the weapon
is built around a pipe of wood or metal, with the butt
end sealed and the front end left open. As a full-round
action, an undine can make a single melee attack with
the weapon and use her hydraulic push spell-like ability
against the target of that melee attack. The weapon
otherwise functions like a standard weapon of its type,
and can be made of special materials (such as mithral or
adamantine) and masterwork quality.
Undine Equipment
Item Cost Weight Craft DC
Chain belt 15 gp 1/4 lb. —
Potion sponge 2 gp — 15
Undine weaponshaft +300 gp — —
Undine Feats
Undines have access to the Elemental Jaunt feat (see page
129) and the following feats.
Aquatic Ancestry
You favor your outsider ancestry and are better adapted
to life in the water.
Prerequisite: Undine.
Benefit: You gain the amphibious special quality. Your
swim speed increases by +10 feet.
Undine Equipment
Undines have access to the following equipment.
Chain Belts: While undines dress sparingly, they often
wear 10-foot-long belts of fine linked chain about their
waists. The belts contain hinged links to which the wearer
can affix various objects such as tools, small weapons, and
Hydraulic Maneuver
You can use your hydraulic push to disarm or trip.
Prerequisites: Hydraulic push spell-like ability, undine.
Benefit: You may use hydraulic push to attempt a bull
rush, disarm, dirty trick (blind or dazzle, see Advanced
Player’s Guide), or trip combat maneuver. Each time you
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012