As mostly aquatic species, xenopi never developed native metallurgy or other fire-based technologies, instead relying on coral shaping, bone carving, harvesting chitin, and breeding specialized plants, oozes, jellies, and other invertebrates for their purposes. Jungle and swamp communities also invented their own strain of mostly organic-based alchemy. Despite their path of development, xenopi sometimes use metal tools and trinkets acquired from land-dwellers through barter for their own exotic products, but never become dependent on them.
Bard: +1/6 to the number of people that can be affected with fascinate bardic performance.
Cavalier: +1 feet to the mount's climb and swim speeds. In combat this option has no effect unless the cavalier has selected it five times (or another increment of five).
Druid: +1 feet to the climb and swim speeds of summoned creatures. In combat this option has no effect unless the druid has selected it five times (or another increment of five).
Magus: +1 foot to reach of magus touch spells. Does not increase threatened area.
Oracle: +1/4 to caster level of spells and spell-like abilities with water descriptor.
Ranger: +1/2 bonus to Constitution checks and saving throws when resisting high pressure, suffocation, and environmental effects caused by aquatic environment.
Sorcerer: +1/4 to caster level of spells and spell-like abilities with water descriptor.