Archives of Nethys

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Races

The Starfinder Roleplaying Game is about more than just meeting aliens—it’s also about playing alien characters. In Starfinder, the word “race” usually refers to an intelligent, selfaware species whose members can be considered characters rather than simple monsters. While not all races are appropriate for player characters, many of them are; any creature with a racial traits entry is a member of a potentially playable race, provided that your GM approves it.

Undine

Source Starfinder #18: Assault on the Crucible pg. 58
Undines are the descendants of humanoids and beings who hail from the Plane of Water. Through they don’t require water to live, undines tend to settle near water and make ideal underwater explorers.

Ability Modifiers +2 Dex, +2 Wis, –2 Str
Hit Points 2

Size and Type

Undines are Medium outsiders with the native subtype.

Cold Resistance

Undines have cold resistance 5.

Darkvision

Undines have darkvision with a range of 60 feet.

Spell-Like Ability

An undine can cast energy ray as a spell-like ability at will but can deal only cold damage with the ray. Their caster level is equal to their level.

Undine Movement

Undines have both a land speed and a swim speed of 30 feet.

Water Affinity

Whenever an undine deals cold damage while either the undine or her target is swimming, or in precipitation or storms heavy enough to reduce visibility ranges, they deal an amount of additional damage equal to twice their level.

Alternate Racial Traits

Source Starfinder #46: The Perfect Storm pg. 51
The following are alternate racial traits for planar scions.

Incompressible

Source Starfinder #46: The Perfect Storm pg. 53
Water’s nearly incompressible nature makes the liquid a useful component in starship cushioning and safety systems, and certain undines are similarly incompressible. An undine with this trait gains DR 5/piercing or slashing.
This replaces an undine’s spell-like ability.

Warp Element

Source Starfinder #46: The Perfect Storm pg. 53
When a planar scion with this trait makes an attack or casts a spell that would deal acid, cold, electricity, fire, or sonic damage, they can instead choose to match half of that damage to the element of their heritage (fire for ifrits, acid for oreads, electricity for sylphs, or cold for undines).
This replaces each planar scion’s elemental affinity.