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UNDINE

RACIAL FEATURES

+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.
Energy Resistance: Undines have cold resistance 5.

Hydrated Vitality: Undines gain 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.

Marid Magic: 1/day - hydraulic push, marid's mastery. The caster level for these spell-like abilities 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 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.

Undine.png

ALTERNATE RACIAL FEATURES

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 water affinity racial ability.


Bioluminescence: You sport a growth or appendage that generates light as a spell-like ability, usable at will. This racial trait replaces the darkvision 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.


Hydraulics: Some undine are particularly skilled at the offensive application of their natural talents. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Focused Energy drawback for a blast type with the cold or water descriptor, receiving a bonus talent as normal. This replaces the marid magic and water affinity racial traits.


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 undines appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These undines do not automatically gain Aquan as a known language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the undine’s type, subtype, and languages.


Ocean Master: Some undine have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (water elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces water affinity and the spell-like ability racial traits.


Webbed Feet: Your limbs are better-suited to the water than to the land. Your swim speed increases to 40 ft., but your base land speed decreases to 20 ft.

RACIAL FEATS
 

Aquatic Ancestry [Background]

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.

 

Drink the Sea
You can swallow up an impossibly vast quantity of water.
Prerequisites: Con 17, hydraulic push spell-like ability, undine
Benefit: You can consume enormous quantities of water, and even spit it back up. A number of times per day equal to your Constitution modifier, you may use a control water effect with a caster level equal to your character level to lower the water level of a body of water. You must be within or able to touch a body of water to be affected. You may hold this impossible volume of water in your mouth for 1d4 rounds. Once during this period, as long as you have consumed at least five square feet of water in this way, you may expel the water from your mouth in a powerful spray, duplicating the effects of your hydraulic push spell-like ability. Alternatively, you may simply swallow the volume as a free action. If you choose to do neither, the water evaporates. This is a supernatural ability.

Steam Caster

You imbue your fire spells with elemental water, transforming them into powerful gouts of steam.

Prerequisite: undine.

Benefit: You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the water descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell’s effects.

Water Skinned [Background]

Your touch extinguishes small flames.

Prerequisite: undine.

Benefit: As a standard action, you can extinguish a small non-magical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires with a total area greater than 5 square feet. Touching the fire in this way does not harm you.

FAVORED CLASS BONUSES

Alchemist: Add +10 minutes to the duration of the alchemist's mutagen.

Armorist: Gain 1/6th of an Athletics sphere (motion) or (swim) talent.

Barbarian: Add +1/4 to melee damage rolls while raging.

Bard: Add +1/2 to the number of rounds a single score can be conducted each day.

Cleric: Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype.

Druid: Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.

Elementalist: Gain DR 1/piercing for every 6 times this benefit is taken.

Eliciter: Increase the range of the eliciter’s hypnotism by 5 feet for every 3 times this benefit is taken.

Fey Adept: Increase shadowmark’s range by 5 feet.

Fighter: Gain +1/4 ranks in Diplomacy for determining the range and effects of Warleader sphere abilities while both you and the target are in an aquatic environment.

Investigator: Add a +1/4 bonus on combat maneuver checks made while swimming.

Magus: Gain a +1 bonus to concentration checks made to cast spells underwater.

Malefactor: Add +1/3 to the malefactor's strife pool.

Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.

Occultist: Gain 1/6 of a new focus power.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Add a +1/2 bonus on Perception and Survival checks made underwater.

Rogue: The rogue gains 1/6 of a new rogue talent.

Sentinel: Add +1/5 to save DCs for Athletics sphere effects while using the swim movement mode.

Shifter: Gain +2.5 feet to the shifter’s swim speed.

Sorcerer: Gain 1/6th of a Nature sphere talent from the (water) package.

Soul Weaver: Gain +1/4 an additional use of channel energy per day.

Summoner: If the summoner’s eidolon has an aquatic base form , add +5 feet to the range of the summoner’s life link ability.

Witch: Gain +1/5 of a Nature sphere talent from the (water) package.

Wizard: Add +1/4 to the wizard’s caster level when casting spells of the water descriptor.

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