Undine Species in Temnia | World Anvil
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Undine

Humanoids with ancestry that is tied to the elemental plane of 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.  

In Society

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Relations

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Alignment and Philosophy

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Adventures

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Naming Traditions

Undines born into societies typically have names reflective of their societal norms. Many will receive (or adopt) nicknams and honorifics that reference their unique appearance or strange powers.  

Racial Traits (9 RP)

Standard Racial Traits

  • Ability Score Modifiers: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
  • Type: Undines are outsiders with the native subtype.
  • Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Undines base land speed is 30 feet. They also have a swim speed of 30 feet.
  • Languages: Undines begin play speaking Common and Aquan. Nevmas with high Intelligence scores can choose from the following: Auran, Ignan, Lumin, Necril, Terran, Undercommon and any human language. See the Languages of Temnia page for more information about these languages.
 

Defense Racial Traits

  • Elemental Spirit (2 RP): Undines gain a +2 racial bonus on saving throws against spells with the water descriptor.
  • Energy Resistance: Undines have cold resistance 5.
 

Magical Racial Traits

  • Spell-Like Ability (Sp): Undines can use hydraulic push 1/day as a spell-like ability (caster level equals the undine’s level).
  • Divine Mark (0 RP): Undines who gain access to one or more Cleric domains must choose the water domain (or any water subdomain) as one of their domains.
 

Senses Racial Traits

  • Darkvision: Undines can see perfectly in the dark up to 60 feet.
 

Other Racial Traits

  • 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.
 

Alternate Racial Traits

  The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.  
  • 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.
  • 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 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.
  • 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, 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 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 type, subtype, and 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 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.
  • 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.
 

Alternate Elemental Heritage

Mistsoul (Vapor Undine)
Ability Modifiers +2 Con, +2 Wis, –2 Int
Alternate Spell-Like Ability Mistsouls gain obscuring mist as a spell-like ability.
  Soothing and insightful, mistsoul undines move through the world with airy resilience and earnest action. With gentle spirits and contemplative minds, mistsouls are drawn to the more mystic aspects of their element. Their ephemeral, vaporous natures can allow them to lull others into a dreamlike state, or facilitate a peaceful transition into the next life. They tend to seek out places where ideological and political struggles converge. Physically, mistsouls have rounded features and graceful deliberation in their movement. They prefer soft, high-quality garments of neutral or earth tones and simple jewelry chosen for significance rather than expense.  
  • Mist Affinity This racial trait functions as and can be replaced as the base undine’s water affinity, except it benefits sorcerers with the dreamspun bloodline and spellcasters with the Repose domain.
 
Rimesoul (Frost Undine)
Ability Modifiers +2 Dex, +2 Int, –2 Cha
Alternate Spell-Like Ability Rimesouls gain chill touch as a spell-like ability.
  Rimesoul undines are distant and imperious, aloof in their intellect and hesitant to change their ways. Like their ice-coated ancestors, rimesouls represent the solidification of change. They have precise, ordered minds that take well to individual pursuits. Rimesouls often choose to live in sparsely populated areas. When they do live in cities, they prefer areas of disciplined culture. In appearance, rimesouls are frequently pale, sometimes with translucent or blue-tinged skin. Rimesouls usually dress in crisp, understated fashions that present an impression of austerity.  
  • Ice Affinity This racial trait functions as and can be replaced as the base undine’s water affinity, except it benefits sorcerers with the boreal bloodline and spellcasters with the Ice subdomain.
   

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.  
  • Bard: Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
  • 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.
  • 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.
  • Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater.
  • Summoner: If the summoner’s eidolon has an aquatic base form, add +5 feet to the range of the summoner’s life link ability.
  • Wizard: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.
   

Other Planetouched Races

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