sabato 9 giugno 2018

New Undine Alternate Racial Traits

Among all half-elemental races, undine have less alternate racial traits. This feels a bit unfair. Besides, why should water-based clerics and sorcerers have an advantage, while wizards and oracles have none? So, here. (Obviously, the real reason for creating these will be revealed tomorrow...)

Undine Alternate Racial Traits

Adapted to Water: Some undine who are descended by aquatic humanoids rather than humans (aquatic elves, gillmen, merfolk, and such) count as humanoid with their mortal parent race’s subtype as well as outsider (native) for all purposes. In addition, their swim speed is 40 feet. These undine gain the bonus languages of their parent race at 1st level rather than Aquan. This ability alters the undine’s type, subtype, languages, and speed.

Close to Water: Undine oracles with the Waves mystery or undine shamans with the Waves spirit treat their Charisma score as 2 points higher for all mystery/spirit spells and class abilities. Undine wizards with the Water school cast their Water school powers and spells at +1 caster level. This ability replaces water affinity.

Naiad Inspiration: An undine whose ancestry counts the water fey known as naiads in addition to genies can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the token, it gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The undine retains a link to her token and its carrier as if she had cast a status spell on the carrier. The undine can end this effect at any time as a free action. A single undine can only inspire one other creature at a time in this manner. This trait replaces spell-like ability.

Tail: Undine with merfolk in their ancestry may have a fish tail instead of legs. Their land speed is 5 feet, but their swim speed is 50 feet. This modifies the undine’s speed trait.

Oceanid Glide: Undine descended from oceanid fey can create waves and currents once per day to double or halve the speed of one creature or object traveling on the surface of the water in a 30 ft. radius. This ability requires a line of effect to the creature or object affected and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a Will saving throw (DC = 10 + ½ the undine’s level + her Charisma bonus). This trait replaces spell-like ability.

Plane-Raised: Undine raised by their genie parents on the Plane of Water have the water subtype instead of the native subtype. This modifies the undine’s subtype.

Prehensile Tentacles: Undine whose mortal parent was a cecaelia sometimes sport two short tentacles near the waist, that can be used to carry objects. They cannot wield weapons with their tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces spell-like ability and water affinity.

Water Insight: Undine spellcasters sometimes find that their elemental heritage makes creatures of water more willing to serve them. Summon monster and summon nature’s ally spells that the undine casts last 2 rounds longer than normal when used to summon creatures with the water subtype. This racial trait replaces water affinity.

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