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{{OGL Top}} === Races of Water === Water races are creatures of sensation, but their response to it is more careful and critical than that of the fire races. They take action only after prudent consideration, but remain flexible and adaptable. Politically they are traditionalists, more comfortable with proven systems than radical new ideas. Members of water races often vary in appearance from their typical cousins. Common water racial features include lightly scaled skin, clammy flesh, blue-green skin or hair, and large black eyes. {| class="column" cellspacing="0" | :[[UA:Water Halflings|Water Halflings]] :[[UA:Water Orcs|Water Orcs]] |} ==== General Traits of Water Races ==== All members of water races share the following traits. * +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. * −2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the [[SRD:Elemental Plane of Fire|Elemental Plane of Fire]]. * Natural Swimmers: Members of water races have a swim speed equal to their base land speed. (If the creature already has a swim speed, it improves by 10 feet.) A water creature can move through water at its swim speed without making [[SRD:Swim (Skill)|Swim]] checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A water creature 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. {{UA Races Elemental Variants Footer}}
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