At first glace, a wetborn appears like a normal person of his race. But if you look close enough, you can see his hands are slightly webbed, and if his feet are exposed they are webbed as well. His hair is always damp and his skin is moist to the touch.

Elementborn (Wetborn) Statistics:

Type: A wetborn creature gains the water subtype.

Senses: A wetborn creature gains tremorsense +30ft

Defensive Abilities: If the base creature has an ability that is bypassed by the same element as the element infusing the base creature, such as regeneration, it loses that mode of bypass for the ability. Additionally, it gains the following:
Elemental Body (Ex)
Elementborn creatures’ bodies gain some of the qualities of elementals. Each time an elementborn creature is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.

Weaknesses: An elementborn creature loses any weakness dependent on its chosen element.

Speed: A wetborn creature gains a swim speed equal to its highest speed if the base creature does not already have one.

Special Attacks: A wetborn creature gains the following special attacks.
Waterball (Su)
While water is within its reach, a wetborn creature can pick up a cohesive ball of water and throw it at a distant target as a ranged attack. If the wetborn creature can make multiple ranged attacks during a round, it can devote as many of them as it wishes to waterball attacks, so long as it has a ready source of water within reach. Waterballs can be thrown underwater or through a border between air and water with no penalties to range or on the attack roll.

A waterball is considered a thrown weapon with a range increment of 20 feet. It deals nonlethal damage as a slam attack based on the wetborn creature’s size. As with other thrown weapons, the wetborn creature’s full Strength bonus applies to the damage roll.

A waterball can be used to snuff out a non-magical fire instead of attacking a creature as per the quench spell. To use it in this way, the wetborn creature must succeed on a ranged touch attack against the source of the fire.

Waterballs do not retain their cohesiveness when not grasped or thrown by a wetborn creature.

At the GM’s discretion, other liquids can be thrown in a similar matter, but the wetborn creature must touch the liquid and take any damage it deals if not immune to its particular dangers.

Water Mastery (Ex)
A wetborn creature gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. These modifiers apply to CMB and CMD as well.

Abilities: A wetborn creature’s ability scores change from the base creature’s as shown below.
Str: +2 Dex: -2 Con: +4 Int: -4 Wis: +2 Cha: -2

Bonus Feat: A wetborn creature gains Great Fortitude as a bonus feat.

Special Qualities: A wetborn creature retains all the base creature’s special qualities and gains the following.

Water Breathing (Sp)
Once per day, a wetborn creature can use water breathing, as the spell (caster level equals wetborn creature’s character level).


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