Undines

Racial Traits

  • +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.
  • Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).
  • Energy Resistance: Undines have cold resistance 5.
  • 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.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
60 years +4d6 +6d6 +8d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. 120 lbs. 2d10x5 lbs.
Female 4 ft. 5 in. +2d10 in. 85 lbs. 2d10x5 lbs.

Undines are humans who trace their ancestry to creatures from the Plane of Water. Even at first glance, one notices the potency of their ancestry, for an undine's very flesh mimics the color of lakes, seas, and oceans. Whether they have the blood of marids or water mephits as their kin, all undines define themselves through their ancestry. They perceive their individual differences as gifts and explore the supernatural aspects of their unique heritage to the fullest.

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.

Physical 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.

Society: Undines define themselves as a unique race and are capable of producing undine offspring. While they remain able to interbreed with humans, they tend to keep to themselves, and form small, reclusive communities near bodies of water, or in some cases, floating settlements. A typical undine community lives under the guidance of a small council comprising officials appointed by consensus. Council positions can be held indefinitely, though a community unhappy with the performance of a council member can call for her resignation.

Intermarriage in undine communities is common, with children raised communally. A fair amount of regional diversity exists in undine culture, as influenced by the specific ancestry of independent settlements. It should also be noted that not all undine in a single settlement claim the same ancestry, as undines may marry other undines from outside their own communities.

Relations: Undines hold no biases or prejudices toward any particular races. Their communities rely primarily on trade, giving them ample opportunity to interact with a diverse range of outsiders and foreigners. They have no qualms about establishing neighborhoods within the settlements of other races, provided adequate respect is given to both the undines and any nearby bodies of water. Still, in such instances, a given undine community does what it can to retain its autonomy.

Undines get along quite well with elves and gnomes. Often these races share protective duties over forested lakes and streams. Similarly, they interact favorably with good or neutral aquatic humanoids, sharing many common interests. They barter most freely with humans and dwarves for resources such as metal and cloth.

Alignment and Religion: Most undines are neutral. Their principle interests lie in the welfare of their people, and thus their moral concerns focus upon the community and upon themselves. This neutral view also allows them to interact with a broad scope of non-undine races with whom they trade. While not deeply religious, undines possess a strong spiritual connection to both their supernatural ancestors and to water itself. Those who pursue nonsecular paths almost always worship the gods of their ancestors or gods whose portfolios feature some aspect of water.

Adventurers: On occasion, an undine leaves her people to seek out a life of adventure. Like water itself, some undines simply feel compelled to move, and adventuring gives them an ample excuse for living on the road. Others adventure for less wholesome reasons, and exile is a common punishment for crimes within undine society. With few other options, most exiles turn to adventuring hoping to find a new place in the world. Undines' affinity toward water makes them particularly good druids, while undine sorcerers usually have aquatic bloodlines.

Male Names: Aven, Dharak, Ghiv, Jamash, Maakor, Ondir, Radid, Shiradahz.

Female Names: Afzara, Baarah, Calah, Iryani, Maarin, Nylgune, Pari, Radabeh, Urdahna.

ALTERNATE RACIAL TRAITS

The following racial traits might be selected instead of existing undine racial traits. Consult your GM before selecting any of these new options.

FAVORED CLASS OPTIONS

The following options are available to all undines who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to undines.

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 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.

Chain belt 15 gp 1/4 lb. —
Potion sponge 2 gp — 15
Undine weaponshaft +300 gp——

Undine Feats

Undines have access to the following feats.

Aquatic Ancestry [Racial]

You favor your outsider ancestry and are better adapted to life in the water.

Prerequisites

Undine.

Benefit

You gain the amphibious special quality. Your swim speed increases by +10 feet.

Elemental Jaunt [Racial]

The spirits of your ancestral home call to you, beckoning you to return.

Prerequisites

Character level 15th, ifrit, oread, sylph, or undine.

Benefit

Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.

Hydraulic Maneuver [Racial]

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 use hydraulic push, you must decide which of the allowed combat maneuvers you want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that spell.

Normal

Hydraulic push can only be used to make a bull rush combat maneuver.

Steam Caster [Racial]

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

Prerequisites

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.

Triton Portal [Racial]

You can channel your inner magic to summon allies.

Prerequisites

Character level 5th, hydraulic push spell-like ability, undine.

Benefit

Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a caster level equal to your character level. This use of the ability can only summon a Small water elemental or 1d3 dolphins. Using this ability is a full-round action.

Water Skinned [Racial]

Your touch extinguishes small flames.

Prerequisites

Undine.

Benefit

As a standard action, you can extinguish a small nonmagical 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.

Undine Magic Items

Undines have access to the following magic item.

Shark Tooth Amulet

Advanced Race Guide
Aura: Faint abjuration
Caster Level: 5th
Slot: Neck
Price: 9,000 gp
Weight:

This amulet is crafted of a single massive petrified shark tooth suspended on kelp twine and grants its wearer combat potency while underwater. While wearing this amulet, its wearer can use melee weapons normally, taking no penalty to attack and dealing full damage with such attacks. This amulet also allows the wearer to make thrown range weapon attacks underwater, though such attacks take a -2 penalty on attack rolls and their range increment is halved.

Requirements: Craft Wondrous Item, touch of the sea, the crafter must be an undine or have the water subtype
Cost: 4,500 gp

Shawl of Life-Keeping

Advanced Race Guide
Aura: Faint conjuration (healing)
Caster Level: 3rd
Slot: Shoulders
Price: 1,000 gp
Weight:

This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to -1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.

While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in hand, the creature whose life energy is stored in the shawl takes a -2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.

Requirements: Craft Wondrous Item, cure light wounds, stabilize
Cost: 500 gp

Slippers of the Triton

Advanced Race Guide
Aura: Moderate abjuration
Caster Level: 7th
Slot: Feet
Price: 56,000 gp
Weight: 1 lb.

Once they are slipped on, these web-toed slippers allow the wearer to breathe water and grant extra maneuverability while within such environments. If the wearer has no swim speed, it gains a 30 foot swim speed. If the wearer has a swim speed, it gains a +10 foot enhancement bonus to its swim speed.

Requirements: Craft Wondrous Item, ride the waves
Cost: 28,000 gp

Undine Spells

Undines have access to the following spells.

Marid's Mastery

Transmutation [Water]

Advanced Race Guide
Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent or the target is touching the ground, the target takes a -4 penalty on attack and damage rolls.

Nereid's Grace

Enchantment (Charm) [Mind-Affecting]

Advanced Race Guide
Level: Druid 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: You
Duration: 1 round/level

You radiate the unearthly grace of a nereid. If you are not wearing armor (or your armor is not visible, such as when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma bonus.

Nixie's Lure

Enchantment (Charm) [Mind-Affecting, Sonic]

Advanced Race Guide
Level: Bard 4, druid 3, sorcerer/wizard 3, summoner 4, witch 3
Casting Time: 1 standard action
Components: V, S
Range: 300 ft.
Target: all creatures within a 300-ft.-radius burst centered on you
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an unearthly and infectious song that seductively summons all who hear it. Nixie's lure affects a maximum of 24 Hit Dice of creatures. Creatures in the area who fail their saves are lured by the song and move toward you using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, the creatures each receive a second saving throw to end the effect before moving into peril. Creatures lured by the spell's song can take no actions other than to defend themselves. A victim within 5 feet of you simply stands still and for the duration of the spell remains fascinated.

Undine's Curse

Necromancy [Evil]

Advanced Race Guide
Level: Sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it stops breathing and begins to suffocate. Creatures that do not have to breathe are immune to this spell.