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  PRODUCT NO. AR833 
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  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the undine race. These feats list the race in their 
  prerequisites, prohibiting other races from taking them. Also presented below are a number of racial 
  character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  UNDINE FEATS 
   
  DRINK THE SEA 
  You can swallow up an impossibly vast quantity of water. 
  PREREQUISITES: Con 17, hydraulic push spell-like ability*, undine 
  BENEFIT: You can consume enormous quantities of water, and 
  even spit it back up. A number of times per day equal to your 
  Constitution modifier, you may use a control water effect with 
  a caster level equal to your character level to lower the water 
  level of a body of water. You must be within or able to touch a 
  body of water to be affected. 
     You may hold this impossible volume of water in your mouth 
  for 1d4 rounds. Once during this period, as long as you have 
  consumed at least five square feet of water in this way, you 
  may expel the water from your mouth in a powerful spray, 
  duplicating the effects of your hydraulic push spell-like ability. 
  Alternatively, you may simply swallow the volume as a free 
  action. If you choose to do neither, the water evaporates. This 
  is a supernatural ability. 
   
  SALTWATER MADNESS 
  A diet inclusive of saltwater has left you a touch insane. 
  PREREQUISITES: non-lawful alignment, undine 
  BENEFIT: When you are confused, you may choose to roll twice 
  on the confusion table and select either result. Additionally, 
  you gain a +1 bonus on all melee damage rolls and Will saving 
  throws while confused. 
   
   
  *:
   See the Pathfinder® Roleplaying Game: Advanced Race Guide.™ 
   
  UNDINE CHARACTER TRAITS 
   
  BLOOD FROM SALT 
  You were born to piracy, and took to it like a duck to water. 
  BENEFIT: You gain a +1 trait bonus on melee attack rolls when 
  either you or your target stands aboard a ship. 
   
   
   
   
  SEARIDER  [COMBAT] 
  The might of your aquatic mount is enough to bowl foes over. 
  PREREQUISITES: animal companion, divine bond, or mount 
  class feature, base attack bonus +1, undine 
  BENEFIT: If your animal companion or bonded mount has both 
  a swim speed and a base attack bonus of +1 or higher, you 
  may use that creature’s might and mass to your advantage 
  when performing combat maneuvers while mounted on it in 
  the water. Against opponents floating, standing, or swimming 
  in the water, you may use your mount’s total CMB in place of 
  your own when attempting a combat maneuver. 
   
  TOWERING WAVES  
  You can batter waterborne foes with a towering wave. 
  PREREQUISITES: Str 15, undine 
  BENEFIT: You can strike at the surface of a body of water as a 
  standard action, striking with such supernatural force that you 
  send a mighty wave toward one opponent within 30 feet. An 
  opponent to be affected must be adjacent to the same body 
  of water, or floating, standing, or swimming in it. 
     This towering crest of water strikes your enemy unerringly, 
  performing a bull rush, dirty trick, disarm, reposition, or trip 
  combat maneuver using your own CMB before evaporating. 
  You may reposition an opponent in this way even if that 
  creature would end up outside of your threatened space. 
   
   
   
   
   
   
  SLIPPERY SKIN 
  Your watery-blue skin is perpetually damp and slippery. 
  BENEFIT: You gain a +2 trait bonus on Escape Artist checks, and 
  Escape Artist is always a class skill for you. 
   
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BIOLUMINESCENCE:  You sport a growth or appendage that 
  generates light as a spell-like ability, usable at will. 
     This racial trait replaces the darkvision trait. 
  WEBBED FEET:  Your limbs are better-suited to the water than 
  to the land. Your swim speed increases to 40 ft., but your base 
  land speed decreases to 20 ft. 
  
  3 
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. Racial archetypes are typically available only to members of the indicated race, 
  though such options rarely interact with the racial traits of that race. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE AQUEOUS AVENGER  (UNDINE INQUISITOR ARCHETYPE) 
   
  An aqueous avenger crusades for the causes of water deities, and often finds himself at odds with corsairs, pirates, smugglers, 
  and the like. His divinely-bestowed gifts are especially effective against those who would turn the seas into thieves’ dens. 
   
  An aqueous avenger has the following class features. 
   
  Domain: An aqueous avenger that worships a deity must choose one that grants access to the Water domain. If the inquisitor 
  chooses a domain, he must choose the Water domain or a subdomain thereof.  
   
  Avenger’s Mark (Su): An aqueous avenger may place a mark upon an opponent as a standard action. Placing an avenger’s mark 
  requires a successful touch attack, and brands the target’s very soul with a mark that only the inquisitor can see. No manner of 
  magic or disguising can hide the mark from the avenger, who can see the mark plainly even through armor and clothing. The 
  aqueous avenger may mark only one creature at a time with this ability; placing a second mark erases the first. The avenger’s 
  mark is permanent, but it may be removed automatically by any break enchantment or remove curse spell. 
     This ability replaces monster lore. 
   
  Track Ships (Su): At 2nd level, an aqueous avenger may use the Survival skill to track ships supernaturally, “listening” to secret 
  currents in the water whisper signs and ciphers indicative of a ship’s recent passage. The base DC to track a ship is 25, though 
  the size of a ship modifies this DC as usual; most ships are Colossal sized or larger, modifying the DC by -8. 
     This ability replaces track. 
   
  Quenching Weapon (Su): At 5th level, an aqueous avenger can imbue one of his weapons with the power of water as a swift 
  action. The weapon gains the ability to quench fires, dispel magical fires, and harm fiery creatures as if it were a rod of flame 
  extinguishing with an unlimited number of daily charges. This ability only functions while the inquisitor wields the weapon. If 
  dropped or taken away, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. 
  This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. 
     This ability replaces bane. 
   
  Wrathful Mark (Su): At 11th level, an aqueous avenger’s mark confers the wrath of the seas and oceans themselves. A creature 
  affected by an avenger’s mark takes a -8 penalty on Swim checks and on Constitution checks to avoid drowning. While such a 
  creature is floating, standing, or swimming in a body of water, the space that it occupies and each space adjacent to it becomes 
  rough water (or stormy water, if the currents were already rough). 
     This ability replaces stalwart. 
   
  Damning Mark (Su): At 12th level, an aqueous avenger’s weapon attacks deal 1d6 additional points of damage to any creature 
  affected by his avenger’s mark. 
     This ability replaces greater bane. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Undine! © 2015, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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