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<blockquote data-quote="Kafkonia" data-source="post: 3047514" data-attributes="member: 40261"><p>Quick, you say? All righty...</p><p></p><p><strong>Undercurrent</strong></p><p>Small Fey (Aquatic)</p><p> </p><p>Hit Dice: 1d6 (3 hp)</p><p> </p><p>Initiative: +7</p><p> </p><p>Speed: 20 ft. (4 squares), swim 30 ft.</p><p> </p><p>Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11</p><p> </p><p>Base Attack/Grapple: +0/–6</p><p> </p><p>Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20)</p><p> </p><p>Full Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20)</p><p> </p><p>Space/Reach: 5 ft./5 ft.</p><p> </p><p>Special Attacks: Charm person, lightning bolt</p><p> </p><p>Special Qualities: Amphibious, damage reduction 5/cold iron or silver, low-light vision, spell resistance 16, wild empathy</p><p> </p><p>Saves: Fort +0, Ref +5, Will +3</p><p> </p><p>Abilities: Str 7, Dex 18, Con 11, Int 12, Wis 11, Cha 18</p><p> </p><p>Skills: Bluff +8, Craft (any one) +5, Escape Artist +7, Handle Animal +8, Hide +8*, Listen +7, Perform (sing) +7, Search +3, Sense Motive +4, Spot +7, Swim +7</p><p> </p><p>Feats: Alertness, Lightning Reflexes(B), Weapon Finesse(B)</p><p> </p><p>Environment: Any aquatic</p><p> </p><p>Organization: Gang (2–4), band (6–11), or tribe (20–80)</p><p> </p><p>Challenge Rating: 1</p><p> </p><p>Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)</p><p> </p><p>Alignment: Always neutral</p><p> </p><p>Advancement: 2–3 HD (Small)</p><p> </p><p>Level Adjustment: +3</p><p></p><p>Most undercurrents are slim and comely, with pale green or white skin and hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Undercurrents prefer not to leave their lakes.</p><p></p><p>The faerie embodiement of electiricity, undercurrents are vulnerable to silver weapons as its conductivity disrupts the charge always circulating through their bodies. They prefer to live underwater as they find the environ produces a pleasant tingling as their charge bleeds off at roughly the same speed it is generated.</p><p></p><p>An undercurrent stands about 4 feet tall and weighs about 45 pounds.</p><p></p><p>Undercurrents speak Aquan and Sylvan. Some also speak Common.</p><p></p><p>Combat</p><p>Undercurrents rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.</p><p></p><p><strong>Charm Person (Sp):</strong> An undercurrent can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the undercurrent community. Shortly before the effect wears off, the undercurrent escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.</p><p></p><p><strong>Shocking Grasp (Sp):</strong> Three times per encounter, an undercurrent can use <em>shocking grasp</em> as the spell (caster level 1st.)</p><p></p><p><strong>Amphibious (Ex):</strong> Although undercurrents are aquatic, they can survive indefinitely on land.</p><p></p><p><strong>Lightning Bolt (Sp):</strong> Once per day an undercurrent can use <em>lightning bolt</em> as the spell (caster level 12th).</p><p></p><p><strong>Wild Empathy (Ex):</strong> This ability works like the druid’s wild empathy class feature, except that an undercurrent has a +6 racial bonus on the check.</p><p></p><p><strong>Skills:</strong> An undercurrent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p>*Undercurrents have a +5 racial bonus on Hide checks when in the water.</p></blockquote><p></p>
[QUOTE="Kafkonia, post: 3047514, member: 40261"] Quick, you say? All righty... [B]Undercurrent[/B] Small Fey (Aquatic) Hit Dice: 1d6 (3 hp) Initiative: +7 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11 Base Attack/Grapple: +0/–6 Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20) Full Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Charm person, lightning bolt Special Qualities: Amphibious, damage reduction 5/cold iron or silver, low-light vision, spell resistance 16, wild empathy Saves: Fort +0, Ref +5, Will +3 Abilities: Str 7, Dex 18, Con 11, Int 12, Wis 11, Cha 18 Skills: Bluff +8, Craft (any one) +5, Escape Artist +7, Handle Animal +8, Hide +8*, Listen +7, Perform (sing) +7, Search +3, Sense Motive +4, Spot +7, Swim +7 Feats: Alertness, Lightning Reflexes(B), Weapon Finesse(B) Environment: Any aquatic Organization: Gang (2–4), band (6–11), or tribe (20–80) Challenge Rating: 1 Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) Alignment: Always neutral Advancement: 2–3 HD (Small) Level Adjustment: +3 Most undercurrents are slim and comely, with pale green or white skin and hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Undercurrents prefer not to leave their lakes. The faerie embodiement of electiricity, undercurrents are vulnerable to silver weapons as its conductivity disrupts the charge always circulating through their bodies. They prefer to live underwater as they find the environ produces a pleasant tingling as their charge bleeds off at roughly the same speed it is generated. An undercurrent stands about 4 feet tall and weighs about 45 pounds. Undercurrents speak Aquan and Sylvan. Some also speak Common. Combat Undercurrents rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory. [B]Charm Person (Sp):[/B] An undercurrent can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the undercurrent community. Shortly before the effect wears off, the undercurrent escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based. [B]Shocking Grasp (Sp):[/B] Three times per encounter, an undercurrent can use [I]shocking grasp[/I] as the spell (caster level 1st.) [B]Amphibious (Ex):[/B] Although undercurrents are aquatic, they can survive indefinitely on land. [B]Lightning Bolt (Sp):[/B] Once per day an undercurrent can use [I]lightning bolt[/I] as the spell (caster level 12th). [B]Wild Empathy (Ex):[/B] This ability works like the druid’s wild empathy class feature, except that an undercurrent has a +6 racial bonus on the check. [B]Skills:[/B] An undercurrent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Undercurrents have a +5 racial bonus on Hide checks when in the water. [/QUOTE]
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