Undine (Un-Dine)
Appearance
Demeanor
Backgrounds
Adventures
Racial Traits
Ability Score Adjustments
+2 Dexterity, +2 Wisdom, and –2 Strength Size
Medium: Undine are Medium creatures and thus have no bonuses or penalties due to their size.
Type
Humanoid (Celestial, Water) Other Racial Traits Speed: Undine have a base speed of 30 feet.
Water-borne: Undine are as comfortable in the water as they are on land. Undine with this ability are amphibious and can breathe both air and water.
Energy Resistance: Undines have cold resistance 5
Spell-Like Ability (Sp): Undines can use hydraulic push 1/combat (caster level equals the undine’s level)
Water Affinity: undine have a close affinity to cold magic. Undine add 1 point of damage to any attack which deals cold damage; additionally, when using any ability which deals cold damage (spell, power, maneuver, etc), Undine count their level as 1 higher when determining the effects (damage, range, save, etc).
Low light Vision: Undines can see in very well in low lighting conditions, gaining Low-light vision
Water sense: Undine can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water
Knowledge of the past: Knowledge of their origins has passed down through the ages. Undine gain a +1 racial bonus on Knowledge (Planes) & Knowledge (Religion)
Wave strike: 1/combat encounter, the Undine can initiate a wave strike as a swift action. This attack targets up to three enemies within reach, which must be adjacent to each other, making a single attack roll against all targets, at -4, and deals an additional 1d6 cold damage. All targets hit are subjected to a trip attempt which doesn't provoke attacks of opportunity. An elemental strike can be used with any weapon-like attack. At 10h and again at 20th level, the damage increases by 1d6.
Languages: Undine speak their regional language as well as Aquan.
Alternate Racial Traits
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 saving throw (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.
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 water sense.
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 Reflex 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, gaining a +4 bonus on Stealth checks in underwater environments. She 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. Source PZO9280
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