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Pathfinder Campaign Setting: Aquatic Adventures (PFRPG)

***½( ) (based on 5 ratings)
Pathfinder Campaign Setting: Aquatic Adventures (PFRPG)

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Dive into Adventure!

There's plenty of adventure hidden beneath the gentle tidal cycles and crashing waves of Golarion. Discover the rich ecologies and complex societies hidden in the briny depths of the oceans and seas. In this book you can learn more about merfolk nations, the dangerous sahuagin, peaceful aquatic humanoids, and the aquatic terrors that wage war against them. Dare deadly environments, explore strange underwater cities, and find lost treasures within these pages.

This book also provides a wealth of rules for underwater combat and ways for terrestrial adventurers to adapt to aquatic environs, including new archetypes, feats, and magic items. Dive in to underwater adventure!

Inside this book you'll find:

  • A thorough gazetteer of Golarion's five oceans that explores the various points of interest and conflicts between those who make these bodies of water their home.
  • A look at Golarion's seas and their inhabitants, as well as strange treasures that can be found within their depths.
  • An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider.
  • Dozens of new archetypes, class features, feats, spells, and items both magical and mundane that players can use to prepare their characters for adventures beneath the waves.

Pathfinder Campaign Setting: Aquatic Adventures is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-944-8

Note: This product is part of the Pathfinder Campaign Setting Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO92102


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Product Discussion (336)
301 to 336 of 336 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Mark Seifter wrote:
Meraki wrote:

I picked up this book just in time to get to the water parts of Hell's Rebels. The brutal pugilist in the game is delighted that making things prone now has an effect underwater. :-)

Also, the bit about squeezing damage from constricting doing full damage underwater regardless of the type matches the house ruling I already made up, so thanks for that!

Yeah, our brawler in Skull and Shackles, Ti, is happy about the underwater trip too; a lot of these were things that came up in my own aquatic games. Ti will caution your brutal pugilist that it is still very difficult to disorient a naturally aquatic creature with a high Swim bonus, though, so use those new powers wisely!

Tripping swimming things? That seems relevant to one of my PC's interests.

What does it do, roughly? And is it presented as an optional rule (like Unchained), or is it something that might be usable in PFS?

Paizo Employee Designer

2 people marked this as a favorite.

It is technically something that has been in the rules at least twice, very briefly (mentioned in passing in the CRB and then an archetype in ARG for one of the undersea races brings it up again). Aquatic Adventures makes it more explicit.


Pathfinder Adventure Path Subscriber
Mark Seifter wrote:
Meraki wrote:

I picked up this book just in time to get to the water parts of Hell's Rebels. The brutal pugilist in the game is delighted that making things prone now has an effect underwater. :-)

Also, the bit about squeezing damage from constricting doing full damage underwater regardless of the type matches the house ruling I already made up, so thanks for that!

Yeah, our brawler in Skull and Shackles, Ti, is happy about the underwater trip too; a lot of these were things that came up in my own aquatic games. Ti will caution your brutal pugilist that it is still very difficult to disorient a naturally aquatic creature with a high Swim bonus, though, so use those new powers wisely!

Oh, he knows. :-) Still won't stop him from trying, though.

Shadow Lodge

1 person marked this as a favorite.

I just wanted to confirm something I wasn't clear on.

Aquatic Adventure's page 63 wrote:


TRAVELER’S WET SUIT
PRICE +2,750
SLOT body CL 3rd WEIGHT 4 lbs.
Aura faint divination
This wet suit protects against environmental cold damage and hypothermia. Anything stored in its waterproof pockets is kept magically separate from any surrounding water, even if the wearer opens the pocket underwater. Finally, the wearer gains a +2 competence bonus on Swim checks.

Was this supposed to be an armor special property? It states it takes up the body slot, but the price also indicates that it can be added to something else. The Body Slot is not the Armor Slot, and instead covers Robes and Vestments. Could this then be added to something like a Druid's Vestments?

Or was this supposed to be added to the basic Wet Suite, (and if that's the case, why not just make the price 2,758, adding the cost of the Wet Suite on automatically)?

Should this be a Faint Abjuration Aura?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Considering it has it's own weight I'd say the + is a typo.


1 person marked this as a favorite.

So what kind of coral is the CORAL HIPPOCAMPUS FIGURINE OF WONDROUS POWER made of if, as a tiny statuette, it weighs 400 lbs!?!?!?

Paizo Employee Designer

3 people marked this as a favorite.

Unobtainium coral!

But really, should probably be 1 lb. like other figurines. That might be the weight of the full size hippocampus in there, though I remember them weighing more in the normal gear section.


There also appears the be a problem with the weights of the two metamagic rods (murky and steam). The first has no weight given and the second has a weight of 1. All other (as far as I can tell) metamagic rods in the game have a weight of 5.


Only if it's ripped!!! The max load for one is 690 lbs. A horse weighs between 1000 and 1500, so, assuming loss of weight for buoyancy, I'd still estimate around 750 minimum...

But thanks. I will tell the DM an official WotC -type says it should be 1 lb!


According to page 56 a common hippocampus weighs 1,000 lbs and a combat-trained hippocampus weighs 1,300 lbs.

Paizo Employee Managing Developer

2 people marked this as a favorite.

That 400 lb thing is a typo, and frankly I can't figure out how it happened.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Awwwwww, I was looking forward to the 400lb figurine. Best paperweight ever!


Pathfinder Adventure Path Subscriber

*Statuette becomes a swarzchild black hole*
OK; not quite there. *Shrugs*

Paizo Employee Managing Developer

2 people marked this as a favorite.
Rysky wrote:
Awwwwww, I was looking forward to the 400lb figurine. Best paperweight ever!

Figurine? Paperweight?

That'd be a lawn ornament. :)

Paizo Employee Managing Developer

2 people marked this as a favorite.

Also, I just realized that I never added the second sentence to my post above about it being an error. The figurine weighs 1 lb.


Captain collateral damage wrote:

*Statuette becomes a swarzchild black hole*

OK; not quite there. *Shrugs*

not quite - the figurine would have to be less than approx 2.694x10^-25m radius for it to become a black hole if it weighed 400lbs


3 people marked this as a favorite.
Adam Daigle wrote:
That 400 lb thing is a typo, and frankly I can't figure out how it happened.

*whistles innocently averting his gaze*

Paizo Employee Managing Developer

3 people marked this as a favorite.

*Shakes fist*

Shadow Lodge

Adam Daigle wrote:
Also, I just realized that I never added the second sentence to my post above about it being an error. The figurine weighs 1 lb.

Would you mind taking a look at this. I had some questions about it that I'm not too sure about.

DM Beckett wrote:


Aquatic Adventure's page 63 wrote:


TRAVELER’S WET SUIT
PRICE +2,750
SLOT body CL 3rd WEIGHT 4 lbs.
Aura faint divination
This wet suit protects against environmental cold damage and hypothermia. Anything stored in its waterproof pockets is kept magically separate from any surrounding water, even if the wearer opens the pocket underwater. Finally, the wearer gains a +2 competence bonus on Swim checks.

Was this supposed to be an armor special property? It states it takes up the body slot, but the price also indicates that it can be added to something else. The Body Slot is not the Armor Slot, and instead covers Robes and Vestments. Could this then be added to something like a Druid's Vestments?

Or was this supposed to be added to the basic Wet Suite, (and if that's the case, why not just make the price 2,758, adding the cost of the Wet Suite on automatically)?

Should this be a Faint Abjuration Aura?

It seems like a pretty nifty item, but as written is kind of unusable. Is it indeed meant to be added to a body slot item, or an Armor special property? Or both/either? Or is that the actual price of the item, and the "+" was a misprint, which means you can not then have another Body Slot Item with this.

Paizo Employee Designer

3 people marked this as a favorite.

The + is a misprint, it's an item in the body slot.


Another possible typo: The Aquatic Bloodrager Bloodline has the bonus feat Skill Focus (Fly) - should this be Skill Focus (Swim)?

Shadow Lodge

Mark Seifter wrote:
The + is a misprint, it's an item in the body slot.

Thank you. It could have been a misprint in multiple ways, but part of me was really hoping it could be added onto another body slot item. Could be an interesting possibility for future items to consider.


Pathfinder Adventure Path Subscriber

Am I reading shark style correctly?
1d6 bleed on every hit seems really overpowered. By contrast bleeding critical does 2d6, but only functions on a crit. Also, shark style is accessible at 3rd level, while bleeding critical is only accessible at 11th.


1 person marked this as a favorite.

1d6 bleed not overpowered IMO. Bleed does not stack, which means the average bleed damage will be 3 pts. per round. 2d6 bleed is more serious, averaging at 7 pts. per round. The [insert word] critical feats' downside of 'working only on a crit' are not really a downside if you build the PC for high crit range and have other critical feats working together via Critical Mastery... with that said, Bleeding Critical is shyte, yes.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Bleed damage is very much in-theme for Shark Style.

Contrast to Belier's Bite, which a monk can get at 1st level, with no Skill prerequisite.

The big limitation is that bleed damage applies only on unarmed strikes.


Pathfinder Adventure Path Subscriber

Oh, I wasn't aware that bleed damage didn't stack. Merp.
Thanks. :)

Liberty's Edge

So, how does this book work with Blood of the Sea? They both seem to cover similar ground ... almost feels like they could have / should have been one single book?


look to the blood of the sea discussion, couple of answers there to the same question


I just picked this up recently and the Wave Form spell is missing an SR entry. It is a transmutation so I would assume SR applies but it would be useful to be sure.

Paizo Employee Designer

3 people marked this as a favorite.

It doesn't have an SR entry because it's Range Personal Target You.


1 person marked this as a favorite.

Doh


I wonder why all thrown weapons are deemed ineffective, when thrown at a submerged target. As far as I know there are/have been plenty of indigenous people, who catch fish with spears and harpoons.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
the_move wrote:
I wonder why all thrown weapons are deemed ineffective, when thrown at a submerged target. As far as I know there are/have been plenty of indigenous people, who catch fish with spears and harpoons.

I'll admit I'm not an expert, but isn't spearfishing usually done by just stabbing the fish in question with a thrust, rather than throwing it, whether done underwater or from above the water?


Pathfinder Adventure Path, Campaign Setting Subscriber

And said fish are near the surface of the water, so the spear is not actually going underwater, but attacking adjacent targets.


Well, they also throw spears, it definately would justify a spear or harpoon to be effective within the very first square (within the first 5 foot) below surface.


Pathfinder Comics Subscriber

Apologies if this has already been discussed (335 comments, I don't have time to read it all). The image of Munavri on page 35. I feel like she looks like an actress, possibly from the MCU. Can anyone help me identify her? Or am I just crazy?

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