Undines are humans who trace their ancestry to creatures from the Plane of Water. The undines are a proud race and show little outward fear. While good-natured and somewhat playful among their own kind, they behave with slightly more reserve and seriousness in the company of non-undines. They have excellent emotional control, and can edge their tempers from calm to raging and back again within but a few minutes. While some might dub their behavior erratic, undines are simply a bit more outwardly melodramatic than most races. Certainly, they are not moody and do not become angered, excited, or otherwise emotional without provocation. As close friends, some find them overly possessive, though they are also extremely protective of those they care about.
Undines tend to settle near water, usually in warmer climates. Though land-dwellers, they spend a fair amount of time in the water. For this reason, most dress sparsely, wearing only enough clothing to protect themselves from the elements, and few wear shoes. They avoid wearing jewelry around their necks and keep their hair slicked back and tied into tight knots. This prevents hair or other objects from becoming a distraction or hindrance while swimming. Similarly, undines pursuing martial classes choose weapons that they can wield efficiently on land as well as in water.
Description
Undines display a wide variation of skin tones, ranging from pale turquoise to deep blue to sea green. An undine’s straight, thick hair tends to be of a similar, yet slightly darker color than her skin. All have limpid blue eyes. Physically, undines most resemble humans, and their physiques show human diversity in regard to overall height and body type. Aside from their coloration, their most racially defining traits remain their fin-like ears and webbed hands and feet.
Racial Traits
Ability Adjustment: -2
Strength, +2
Dexterity, and +2
Wisdom. Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Size: Medium.
Speed: Undine base land speed is 20 feet.
Type: Humanoid (Human, Planetouched).
Age: an undine's elemental heritage gives them lifespans far longer than the average human, with most living to see several centuries.
Vision: Darkvision 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and undines can fuction just fine with no light at all.
Special Qualities
Cold Resistance: Undines have
Cold Resistance 5.
Spell Like Ability (Sp): undines can use
Hydraulic Push 1/day as a spell-like ability (caster level equals the undine’s level; DC 11 +
Charisma modifier).
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 spellcasters with the
Water Domain use their domain powers and spells at +1
Caster Level.
Languages
Automatic Languages: Common, Aquan.
Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Acid Breath: Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. 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
Reflex Save (DC 10 + 1/2 the undine’s level + the undine’s
Constitution modifier) halves the damage. This racial trait replaces the spell-like 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 their 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 they submerge 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.
Mostly Human: A few 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. 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 languages.
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
Reflex Save (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 their coloration, gaining a +4 bonus on
Stealth checks in underwater environments. They can return to normal as a
Free Action. This racial trait replaces energy resistance.
Triton Magic: Some undines descend from tritons, rather than genies. Undines with this racial trait can use
Summon Nature's Ally I as a spell-like ability, but only to summon a dolphin. This racial trait replaces the spell-like ability racial trait.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them
Blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.
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