These dynamic, fluid mortals trace their ancestry to creatures from the Plane of Water, such as marids and water mephits.
Undines often go through life in a series of shifting phases, their interests waxing, waning, or sometimes morphing altogether as old loves are discarded for new interests. Structure provides a much-needed focus to undines' lives, and without strong goals or support from those around them, undines can find themselves stagnating in feelings of despondence. Most undines feel they personify specific aspects of water, some seeing themselves with the strength and power of the waves, the speed and tenacity of a river current, or the calm of a peaceful lake or pond. Others identify with all these aspects and more, their demeanors shifting like the tides from one situation to the next.
Undines born with a connection only to a specific subtype of elemental water, such as ice, brine, or mist, might have a specific undine lineage. These are typically passed down from parent to child, as with other geniekin, but on occasion, a child is born with a lineage never seen in their family. Sometimes lineages are the result of where an undine's ancestors lived, such as rimesoul undines being born in the cold northern countries or at the tops of mountain peaks. At other times it can be related to the undine's elemental heritage, as is often the case with brinesoul undines, who usually descend from brine dragons. Mistsoul undines might have a distant but powerful connection to elemental water, or might even have a bit of elemental air mixed into their ancestry.
Physical Description
With all the same diversity in height, body type, and physical characteristics as any other member of their ancestries, undine coloration runs a vast breadth of variation. Most commonly, an undine's skin and hair mimic the colors of the lakes, seas, or oceans near where they were born, ranging from the palest of blues to sea greens and navies. A rare few undines may even take on the bioluminescence of deep-sea fish, the bright colors of corals and anemones, or the pale bone hues of seashells. More unusual traits can include fin-like ears, thin layers of shimmering fish scales covering their bodies, coral growths at their joints or temples, tails with caudal fins, and even webbed hands and feet.
Undine Versatile Heritage
Uncommon |
A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.
1st Level Undine Feats
Aquatic Eyes (Feat 1)
Undine |
As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
Brinesoul (Feat 1)
Undine | Lineage |
Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction.
Salt Wound [R]
Frequency once per dayTrigger A creature that has blood and is not at its maximum Hit Points hits you with a melee StrikeYou channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.
Elemental Assault [A] (Feat 1)
Undine | Arcane | Concentrate | Evocation |
Frequency once per day
You shroud your arms and held weapons in elemental magic. Until the end of your next turn, your Strikes deal an additional 1d6 cold damage and have the water trait.
Elemental Embellish (Feat 1)
Undine |
You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
Mistsoul (Feat 1)
Undine | Lineage |
You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction.
Mist Blending [R]
Trigger A creature attempts a flat check to target you because you're concealed or hidden due to fog, haze, mist, or smoke
You shroud yourself in mist, making it harder for your foe to hit you. If you're concealed, the DC of the flat check increases from 5 to 7; if you're hidden, it increases from 11 to 13.
Rimesoul (Feat 1)
Undine | Lineage |
The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Tide-Hardened (Feat 1)
Undine |
You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.
5th Level Undine Feats
Steam Spell [A] (Feat 5)
Undine
|
Concentrate
|
Metamagic
|
You transform your fire spells into steam, making them more effective underwater. If your next action is to Cast a Spell with the fire trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause persistent fire damage, nor do they add other effects that would apply to fire but not steam (at the GM's discretion).
9th Level Undine Feats
Marid Magic (Feat 9)
Undine |
You channel the magic of marids. You can cast hydraulic push and obscuring mist each once per day as 2nd-level arcane innate spells.
Strong Swimmer (Feat 9)
Undine |
Your swim Speed increases to match your land Speed.
13th Level Undine Feats
Summon Water Elemental (Feat 13)
Undine |
Frequency once per day
You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a water elemental.
Translucent Skin (Feat 13)
Undine |
Your body is translucent while underwater. Whenever you are fully submerged in water, you can Hide from other creatures even if you don't have cover against them and aren't concealed from them.
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