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[Pathfinder] beastisrfrt

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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

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