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Pathfinder

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Undine

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Undines are humans whose ancestry includes Elemental beings of water, such as marids. This connection with the Plane of Water is most noticeably manifested in their coloration, which tends to mimic that of lakes or oceans—all undines have limpid, blue eyes, and their skin and hair can range from pale blue-white to the deep blue or green of the sea.

Undine Characters

Undines are defined by class levels—they do not possess racial Hit Dice. Undines have the following racial traits.

+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.

Speed: Undines have a swim speed of 30 feet.

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

Spell-Like Abilities: Hydraulic Push 1/day. (Caster level equals the undine's total Hit Dice.)

Energy Resistance: Undines have cold Resistance 5.

Water Affinity: See above.

Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Special Abilities

Elemental Affinity (Ex) Undine sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all Sorcerer class abilities. Undine clerics with the Water Domain cast their Water Domain powers and Spells at +1 Caster Level.

Attributes

AC
17, Touch 12, Flat-footed 15 (+5 Armor, +2 Dex)
Alignment
N
Base Atk
+0
CMB
+0
CMD
12
CR
1/2
Cha
14
Cleric Spells Prepared
(Cl 1st; Concentration +4) 1st— Bless , Charm Person , Divine Favor 0 (At Will)— Create Water , Guidance , Stabilize
Con
8
Creature Type
Outsider (Native)
D
Domain Spell
Dex
14
Domain Spell-Like Abilities
(Cl 1st; Concentration +4) 6/day—dazing Touch 6/day—icicle (1d6+1 Cold Damage)
Domains
Charm, Water
Environment
Any Land
Feats
Extra Channel
Fort
+1
HP
8 (1d8)
Init
Undine Cleric 1 N Medium Outsider ( Native ) +2
Int
10
Languages
Aquan, Common
Melee
Trident +0 (1d8)
Monster Class
Undine cleric 1
Organization
Solitary, Pair, Or Gang (35)
Ranged
Sling +2 (1d4)
Ref
+3
Resist
Cold 5
SQ
Water Affinity
Senses
Darkvision 60 Ft.; Perception +3
Size
Medium
Skills
Diplomacy +6, Knowledge (Religion) +4, Swim +4
Special Attacks
Channel Positive Energy 7/day (Dc 12, 1d6)
Speed
30 Ft.; 20 Ft. In Armor, Swim 30 Ft.
Spell-Like Abilities
(Cl 1st; Concentration +3) 1/day— Hydraulic Push
Str
11
Treasure
Npc Gear (Scale Mail, Trident, Other Treasure)
Will
+5
Wis
17
XP
200
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