Undine (Waterfolk)
Undines are elemental-kin are descended from beings from the Elemental Plane of Water who mated with humanoids in ages past. On Porphyra these elemental-kin were sired by the proud and capricious marid genies, and sometime servants of such Elemental Lords as Poison Wave, S’sluun Naga Empress, and the Ice Tyrant. The vast majority served the most ocean-based of these, Poison Wave, and entire islands and shoal-based cities were once populated by these social elemental-kin. Many island cultures have legends of the shape-changing Poison Wave visiting blue-skinned babies upon their populations. In the days of the Zendik Order, undines were the land-based races’ aquatic go-betweens, and afforded a great deal of independence, which often carried over onto terrestrial dealings, giving the undines an earned reputation for arrogance and considerable influence- the marid race being the most powerful of genie-kind, if not the most dependable. During the War, undines marshalled the power of the Lords of Water and Ice in an attempt to isolate the Deist nations, aided by the powerful ice giants, but were scattered before the fury of the sahuagin, orcam, grindylow, maenad and satyrine races supported by the Deists, and the loss of the undine city of Arleeya of the Brown Coast broke the undine’s spirit. Today undines are a mournful race, resentful of the old depredations of the Deist efforts, and are slow to forgive those who laid them low and reduced them so in power. They congregate in communities when found, such as the Aquamancers of Freeport, and are slow to integrate into any “new” society.
Undines have a distinct appearance, commonly having blue skin and green hair, though sometimes finny scales replace hair and ears. Eye color is black to sea-green and blue, and their features and build are quite delicate. Undines greatly desire magic and devices that allow them to breathe water, as they are not born with that ability.

Adventurers: Undines were powerful proponents of the Elemental Lords as clerics and continue to be so adventuring in that capacity to gain power and funds to regain their former status, either personally or racially. Undine rogues move like water itself, thieves and backstabbers whose motivations are as myriad as drops of water in a rainstorm.

Racial Characteristics
Undine player characters are defined by class levels- they do not possess racial hit dice. As an undine, you possess the following racial characteristics.

  • +2 Dexterity, +2 Wisdom, -2 Strength: You are supple as a wave, and have seen much, but your strength is as water.
  • Elemental-kin: You are an outsider with the native subtype.
  • Medium: You are a Medium creature and have no bonuses or penalties based on size.
  • Base Speed: You have a base speed of 30 ft., and a swim speed of 30 ft.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Elemental Resistance: You gain resist cold 5.
  • Hatred of Angels (Ex): You gain +1 to attack rolls against non-elemental outsiders.
  • Memories of War (Ex): You can choose one of elf, orcam, or human subtypes. You gain a +4 dodge bonus against the chosen subtype.
  • Spell-Like Ability (Sp): You can use hydraulic push 1/day as a spell-like ability (caster level equals your hit dice).
  • Water Magic (Sp): If you have a spell list, you have access to all spells with the water descriptor and cast them at +1 caster level.
  • Languages: You begin play speaking Old Porphyran and Aquan. If you have a high Intelligence score you can choose from the following: Arboreal, Auran, Common, Ignan, Koinkin, and Terran
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.