Elementals

Ifrit
Ifrit are born with a touch of fire, often traced back to an ancestral link to a fire elemental or efreet.

Physical Description: Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.

Standard Racial Traits

 * Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
 * Type: Ifrits are humanoids with the human and fire subtype.
 * Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Base Speed: Ifrits have a base speed of 30 feet.
 * Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores gain bonus starting languages.


 * Energy Resistance: Ifrits have fire resistance 5.


 * Spell-Like Ability: Ifrits can use produce flame 1/day as a spell-like ability (caster level equals the ifrit's level).
 * Fire Affinity: Ifrit spellcasters with the elemental (fire) or efreeti bloodline, fire domain, flame mystery, or fire arcane school use their associated powers and spells at +1 caster level. This does not give the ifrit early access to level-based powers or spells; it only affects powers and spells they could normally use without this trait.
 * Fire Assault: Once per day as a swift action, an ifrit can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The ifrit may end the effects of its elemental assault early as a free action.
 * Breath Weapon: Once per day, as a standard action, an ifrit can make a supernatural breath attack in a 15-foot cone that deals 1d6 fire damage. All creatures in the area may make a Reflex save (DC 10 + 1/2 character level + 1/2 Con modifier) to negate the damage.
 * Fleet Footed: Ifrit gain Run as a bonus feat and a +2 racial bonus to initiative checks.


 * Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Alternate Racial Traits

 * Efreeti Magic Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
 * Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity and fire assault.
 * Fire Insight ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them.Summon monster and summon nature's ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
 * Fire-Starter Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
 * Flame Breather Some ifrit have more powerful breath weapons at the expense of other abilities. Ifrit with this racial trait do 1d6 points of fire damage per two character levels (max 5d6) with their breath weapons and deal half damage on a successful Reflex save. This racial trait modifies the breath weapon trait and replaces the fire assault and spell-like ability racial traits.
 * Forge-Hardened Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.
 * Hypnotic Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
 * Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces fleet footed.

Favored Class Options

 * Alchemist Add +1/2 to the alchemist's bomb damage.
 * Barbarian Add +1 foot to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it give times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
 * Bard Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
 * Cavalier Add +1/2 to the cavalier’s effective class level for the purposes of determining the damage dealt when making an attack of opportunity against a challenged foe.
 * Cleric Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
 * Druid Add +1 foot to the druid's base speed while in wild shape. In combat this option has no effect unless the druid has selected it give times (or another increment of five).
 * Fighter Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
 * Gunslinger Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
 * Inquisitor Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
 * Magus Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
 * Monk Add +1/2 point of damage to fire assault.
 * Oracle Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
 * Rogue Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
 * Sorcerer Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.

Oread
Oreads are born with a touch of earth, often traced back to an ancestral link to an earth elemental or shaitan.

Physical Description: Oreads are strong and solidly built, with skin and hair colored stony shades of black, brown, gray, or white. While all oreads appear vaguely earthy, a few bear more pronounced signs of their elemental heritage—skin that shines like polished onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline spikes. They often dress in earthy tones, wearing practical clothing well suited to vigorous physical activity and preferring fresh flowers, simple gemstones, and other natural accents to complex manufactured jewelry.

Standard Racial Traits

 * Ability Score Racial Traits: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
 * Type: Oreads are humanoids with the human and earth subtypes.
 * Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
 * Speed (Slow): Oreads have a base speed of 20 feet.
 * Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores gain bonus starting languages.


 * Energy Resistance: Oreads have acid resistance 5.


 * Spell-like Ability: Oread can use true strike 1/day (caster level equals the oread's total level).


 * Darkvision: Oreads can see perfectly in the dark up to 60 feet.


 * Earth Affinity: Oread spellcasters with the elemental (earth) or shaitan bloodline, earth domain, stone mystery, or earth arcane school use their associated powers and spells at +1 caster level. This does not give the oread early access to level-based powers or spells; it only affects powers and spells they could normally use without this trait.
 * Acid Assault: Once per day as a swift action, an oread can call on the elemental power lurking in its veins to shroud its arms in acid. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of acid damage. This lasts for 1 round per character level. The oread may end the effects of its elemental assault early as a free action.
 * Breath Weapon: Once per day, as a standard action, an oread can make a supernatural breath attack in a 30-foot line that deals 1d6 acid damage. All creatures in the area may make a Reflex save (DC 10 + 1/2 character level + 1/2 Con modifier) to negate the damage.
 * Granite Skin Oreads gain a +1 racial bonus to natural armor.

Alternate Racial Traits

 * Acid Spitter Some oreads have more powerful breath weapons at the expense of other abilities. Oreads with this racial trait do 1d6 points of acid damage per two character levels (max 5d6) with their breath weapons and deal half damage on a successful Reflex save. This racial trait modifies the breath weapon trait and replaces the acid assault and spell-like ability racial traits.
 * Crystalline Form Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces granite skin.
 * Earth Insight Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them.Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype. This racial trait replaces earth affinity.
 * Ferrous Growth Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an Oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.
 * Fertile Soil Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level. This racial trait replaces earth affinity.
 * Mountain-Born Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.
 * Stone in the Blood Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The Oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.
 * Treacherous Earth Once per day, an Oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the Oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Favored Class Options

 * Alchemist Add +1/4 to the alchemist’s natural armor bonus when using the character's mutagen.
 * Barbarian Add a +1/2 bonus to the barbarian's trap sense.
 * Bard Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance).
 * Cavalier Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
 * Cleric Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.
 * Druid Add a +1/2 bonus on Knowledge (nature) checks relating to plants and burrowing animals.
 * Fighter Add +1 to the Fighter's CMD when resisting a bull rush or drag attempt.
 * Gunslinger Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
 * Inquisitor Add 1/6 of a teamwork feat.
 * Magus Add +1/2 point of acid damage to spells that deal acid damage cast by the magus.
 * Monk Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
 * Paladin Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.
 * Ranger Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
 * Summoner Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.

Sylph
Sylphs are born with a touch of air, often traced back to an ancestral link to an air elemental or djinn.

Physical Description: Sylphs tend to be pale and thin to the point of appearing delicate, but their skinny bodies are often more resilient than they look. Many sylphs can easily pass for humans with some effort, though the complex blue markings that swirl across their skin reveal their elemental ancestry. Sylphs also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go. These signs become more pronounced as a Sylph experiences intense passion or anger, spontaneous gusts of wind tousling the sylph's hair or hot blusters knocking small items off of shelves.

Standard Racial Traits

 * Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
 * Type: Sylphs are humanoids with the human and air subtypes.
 * Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
 * Speed: Sylphs have a base speed of 30 feet.
 * Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores gain bonus starting languages.


 * Energy Resistance: Sylphs have electricity resistance 5.


 * Spell-like Ability: Sylphs can use shocking grasp 1/day (caster level equals the sylph's total level).


 * Darkvision: Sylphs can see perfectly in the dark up to 60 feet.


 * Air Affinity: Sylph spellcasters with the elemental (air) or djinni bloodline, air domain, wind mystery, or air arcane school use their associated powers and spells at +1 caster level. This does not give the sylph early access to level-based powers or spells; it only affects powers and spells they could normally use without this trait.
 * Electric Assault: Once per day as a swift action, a sylph can call on the elemental power lurking in its veins to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electricity damage. This lasts for 1 round per character level. The sylph may end the effects early as a free action.
 * Breath Weapon: Once per day, as a standard action, a sylph can make a supernatural breath attack in a 30-foot line that deals 1d6 electricity damage. All creatures in the area may make a Reflex save (DC 10 + 1/2 character level + 1/2 Con modifier) to negate the damage.
 * Full Lungs: A sylph can hold its breath for a number of rounds equal to four times its Constitution score before risking drowning or suffocating.

Alternate Racial Traits

 * Air Insight Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them.Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.
 * Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
 * Lightning Spitter Some sylphs have more powerful breath weapons at the expense of other abilities. Sylphs with this racial trait do 1d6 points of electricity damage per two character levels (max 5d6) with their breath weapons and deal half damage on a successful Reflex save. This racial trait modifies the breath weapon trait and replaces the electric assault and spell-like ability racial traits.
 * Like the Wind A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces full lungs.
 * Sky Speaker Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level. This racial trait replaces the sylph's spell-like ability racial trait.
 * Storm in the Blood A Sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The Sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity and electric assault.
 * Thunderous Resilience Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
 * Weather Savvy Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph's spell-like ability racial trait.
 * Whispering Wind Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

Favored Class Options

 * Alchemist Add +1 foot to the range increment of the alchemist’s thrown splash weapons (including the alchemist’s bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5).
 * Barbarian Add +1 foot to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it give times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
 * Bard The bard gain a +1/6 bonus to his inspire competence ability.
 * Cavalier Add +1 foot to the size of all the cavalier's tactician class features. This option has not effect unless the cavalier has selected it 5 times (or another increment off 5); an increase of 14 feet is effectively the same as +10 feet to the tactician feet feature, for example.
 * Cleric Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
 * Druid Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
 * Fighter Add +1 to the fighter's CMD when resisting a grapple or trip.
 * Gunslinger Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +¼ to the AC bonus gained when using the gunslinger’s dodge deed.
 * Inquisitor Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
 * Magus Add +1/2 point of electricity damage to spells that deal electricity damage cast by the magus.
 * Monk Add +1/3 to the monk’s AC bonus class ability.
 * Oracle Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
 * Rogue Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
 * Sorcerer Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
 * Witch Add a +1/2 bonus on Stealth checks and Perception checks made by the witch's familiar. If the Sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
 * Wizard Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.

Undine
Undines are born with a touch of water, often traced back to an ancestral link to a water elemental or marid.

Physical Description: Undines display a wide variation of skin tones, ranging from pale turquoise to deep blue to sea green. An undine's straight, thick hair tends to be of a similar, yet slightly darker color than her skin. All have limpid blue eyes. Physically, undines most resemble humans, and their physiques show human diversity in regard to overall height and body type. Aside from their coloration, their most racially defining traits remain their fin-like ears and webbed hands and feet.

Standard Racial Traits

 * Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
 * Type: Undines are humanoids with the human and water subtypes.
 * Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
 * Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores gain bonus starting languages.


 * Energy Resistance: Undines have cold resistance 5.


 * Spell-Like Ability: Undines can use obscuring mist 1/day (caster level equals the undine's level).
 * Water Affinity: Undine spellcasters with the elemental (water) or marid bloodline, water domain, waves mystery, water arcane school, or water patron use their associated powers and spells at +1 caster level. This does not give the undine early access to level-based powers or spells; it only affects powers and spells they could normally use without this trait.


 * Darkvision: Undines can see perfectly in the dark up to 60 feet.
 * Icy Assault: Once per day as a swift action, an undine can call on the elemental power lurking in its veins to shroud its arms in ice. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of cold damage. This lasts for 1 round per character level. The undine may end the effects early as a free action.
 * Breath Weapon: Once per day, as a standard action, an undine can make a supernatural breath attack in a 15-foot cone that deals 1d6 cold damage. All creatures in the area may make a Reflex save (DC 10 + 1/2 character level + 1/2 Con modifier) to negate the damage.

Alternate Racial Traits

 * Acid Breath: Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage. This racial trait replaces the spell-like ability, icy assault, and breath weapon racial traits.
 * Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
 * Deepsight: The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all. This racial trait replaces darkvision.
 * Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
 * Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
 * Nereid Fascination: Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability. This racial trait replaces the spell-like ability racial trait.
 * Ooze Breath: Some undines' outsider heritage can be traced to ooze mephits. These undines have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage and negates the sickened effect. This racial trait replaces the spell-like ability, icy assault, and breath weapon racial traits.
 * Terrain Chameleon: Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action. This racial trait replaces energy resistance.
 * Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Favored Class Options

 * Alchemist Add +10 minutes to the duration of the alchemist’s mutagens.
 * Barbarian Add +1 to the barbarian's total number of rage rounds per day.
 * Bard: Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
 * Cavalier Add a +1/2 bonus on Intimidate checks and Ride checks.
 * Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Water and creatures with the water subtype.
 * Druid: Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
 * Fighter Add +1 to the fighter’s CMD when resisting a bull rush or trip attempt.
 * Gunslinger Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
 * Inquisitor Add +1/6 to the number of times per day the inquisitor can use the judgment class feature.
 * Magus Add +1/2 point of cold damage to spells that deal cold damage cast by the magus.
 * Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
 * Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater.
 * Summoner: If the summoner's eidolon has an aquatic base form, add +5 feet to the range of the summoner's life link ability.
 * Wizard: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.