Alluria Publishing Cerulean Seas setting discussion


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I'm starting this thread for the discussion of the campaign materials for Alluria Publishing's Cerulean Seas Campaign Setting and it's sourcebooks.

The primary reason is to not clutter the news thread with off-topic discussion. This thread is for both crunch and fluff discussion so if you have the urge to discuss feel free to do so.

Let me start this off. How would you work a Sunken Relluk with the Congulair Prestige class, fluffwise?


Maybe they use a organic creature as a medium? Like trained a newt that they keep on them that is actually the Congulair that uses its abilities on command for the Relluk or something.


See, I would go with the symbiote bonding with the still living wood of their body. It never states they can't.

Another thing about Relluks, how can they use stealth? They have the equivalent of an non-extinguishable torch for a head, wouldn't that kind of make any attempt to hide sort of difficult?


Steven "Troll" O'Neal wrote:

See, I would go with the symbiote bonding with the still living wood of their body. It never states they can't.

Another thing about Relluks, how can they use stealth? They have the equivalent of an non-extinguishable torch for a head, wouldn't that kind of make any attempt to hide sort of difficult?

...a really thick blanket? That or they disguise themselves as lampposts. Not gonna lie, I don't see Relluks being sneaky in any traditional sense of the word.


Neither do I. The light is tinted to the color of the power gems they're wearing, maybe they could use black ones or very dark ones.


Can the relluks shift their gem light into part of the non-visible spectrum?


When they list the depth tolerance for "terrestrial creatures" in the CS setting book (chapter 8), does that include every land-based creature in the pathfinder bestiaries except seabirds? Or do land-based outsiders, fey, etc go by watery rules of depth tolerance as well?

(Great idea, Troll! I felt bad about cluttering the other thread)


Guang wrote:

When they list the depth tolerance for "terrestrial creatures" in the CS setting book (chapter 8), does that include every land-based creature in the pathfinder bestiaries except seabirds? Or do land-based outsiders, fey, etc go by watery rules of depth tolerance as well?

(Great idea, Troll! I felt bad about cluttering the other thread)

Thank you Guang.

As for your the question, both fey and outsiders have their own entries on that table, I'd go with those. For the most part I'd consider "terrestrial creatures" to be any land-based creature that doesn't already have an entry on that table. Of course it'd be fine to adjust it to what you think is appropriate. For example, in Beasts of the Boundless Blue they give humans a depth tolerance of 100, even though the table would have you give them a tolerance of 300.

Use your best judgment.


Caedwyr wrote:
Can the relluks shift their gem light into part of the non-visible spectrum?

I don't think so, not on the fly at least. But the fluff says that the color of the Soul Crystal changes to that of their embedded power gems, some of which are black. I'd personally allow that to tint their light output to a less visible part of the spectrum. It wouldn't hide you from creatures with darkvision though.


I guess they end up walking around with bags over their soul crystals. An interesting item for a Relluk might be something that makes the light from their crystals visible to only the Relluk and not visible to others, kind of like the thief's candle item from the Harry Potter books.

Another thing to consider is that light travels differently in the water and there may be other senses it is more important to conceal yourself from than sight.


Caedwyr wrote:

I guess they end up walking around with bags over their soul crystals. An interesting item for a Relluk might be something that makes the light from their crystals visible to only the Relluk and not visible to others, kind of like the thief's candle item from the Harry Potter books.

Another thing to consider is that light travels differently in the water and there may be other senses it is more important to conceal yourself from than sight.

Yeah, sight is much less important when most of the creatures you're likely to encounter have echolocation, the ability to sense electric/magnetic fields, or changes in pressure caused by the movement of bodies. At the very least you could kick up some silt and hunker down.


Steven "Troll" O'Neal wrote:
Guang wrote:

When they list the depth tolerance for "terrestrial creatures" in the CS setting book (chapter 8), does that include every land-based creature in the pathfinder bestiaries except seabirds? Or do land-based outsiders, fey, etc go by watery rules of depth tolerance as well?

(Great idea, Troll! I felt bad about cluttering the other thread)

Thank you Guang.

As for your the question, both fey and outsiders have their own entries on that table, I'd go with those. For the most part I'd consider "terrestrial creatures" to be any land-based creature that doesn't already have an entry on that table. Of course it'd be fine to adjust it to what you think is appropriate. For example, in Beasts of the Boundless Blue they give humans a depth tolerance of 100, even though the table would have you give them a tolerance of 300.

Use your best judgment.

I'm not finding the human depth tolerance in Beasts of the Boundless Blue....could you perhaps give me a page number?

And BTW.....are you connected with Alluria in some way, Troll?


Guang wrote:
Steven "Troll" O'Neal wrote:
Guang wrote:

When they list the depth tolerance for "terrestrial creatures" in the CS setting book (chapter 8), does that include every land-based creature in the pathfinder bestiaries except seabirds? Or do land-based outsiders, fey, etc go by watery rules of depth tolerance as well?

(Great idea, Troll! I felt bad about cluttering the other thread)

Thank you Guang.

As for your the question, both fey and outsiders have their own entries on that table, I'd go with those. For the most part I'd consider "terrestrial creatures" to be any land-based creature that doesn't already have an entry on that table. Of course it'd be fine to adjust it to what you think is appropriate. For example, in Beasts of the Boundless Blue they give humans a depth tolerance of 100, even though the table would have you give them a tolerance of 300.

Use your best judgment.

I'm not finding the human depth tolerance in Beasts of the Boundless Blue....could you perhaps give me a page number?

And BTW.....are you connected with Alluria in some way, Troll?

First question, the pages are 137, 138, and 141. You'll find them under lycanthropes the human forms.

Second question, yes I am. I've been proofreading their products since Indigo Ice.


Steven "Troll" O'Neal wrote:
Guang wrote:
Steven "Troll" O'Neal wrote:
Guang wrote:

When they list the depth tolerance for "terrestrial creatures" in the CS setting book (chapter 8), does that include every land-based creature in the pathfinder bestiaries except seabirds? Or do land-based outsiders, fey, etc go by watery rules of depth tolerance as well?

(Great idea, Troll! I felt bad about cluttering the other thread)

Thank you Guang.

As for your the question, both fey and outsiders have their own entries on that table, I'd go with those. For the most part I'd consider "terrestrial creatures" to be any land-based creature that doesn't already have an entry on that table. Of course it'd be fine to adjust it to what you think is appropriate. For example, in Beasts of the Boundless Blue they give humans a depth tolerance of 100, even though the table would have you give them a tolerance of 300.

Use your best judgment.

I'm not finding the human depth tolerance in Beasts of the Boundless Blue....could you perhaps give me a page number?

And BTW.....are you connected with Alluria in some way, Troll?

First question, the pages are 137, 138, and 141. You'll find them under lycanthropes the human forms.

Second question, yes I am. I've been proofreading their products since Indigo Ice.

Interesting. I'm definitely going to have to take a closer look at lycanthropes both in CS and PF.

I assumed the charts in the setting book were for aquatic fey and aquatic outsiders, etc, instead of for all fey and for all outsiders.....any chance this issue will be addressed in Celadon Shores, or are you under a NDA? Using CS material in a PF setting is fairly easy, but using PF material in CS not so much. Would love to see some official writings on the subject (humans, halflings, grippli, goblins, even gillmen) along the lines of the detailed underwater basics in the CS setting book.


Well Guang, I'm not sure if it's resolved in Celadon Shores. I'm only fed books in small bits, and have so far only seen the first chapter. I can however tell you that the current focus after Celadon Shores will likely be on Remarkable Races Submerged, aquatic variants of their Remarkable Races line, the first of which was the Sunken Relluk, and Clever Classes, which will be more mainstream conversions of their Cerulean Seas classes the first of which was the Marauder which converts the Mariner for use on land.

I will be letting Emily know about your question though.


Steven "Troll" O'Neal wrote:


I will be letting Emily know about your question though.

Oh, awesome. Thanks!

Basically interested in how everything PF could be used in the CS setting, but especially PF races: core, featured, uncommon and all.


Guang wrote:
Steven "Troll" O'Neal wrote:


I will be letting Emily know about your question though.

Oh, awesome. Thanks!

Basically interested in how everything PF could be used in the CS setting, but especially PF races: core, featured, uncommon and all.

Well, in the world lore itself it implies they're long dead, or so changed as to be nearly unrecognizable. There was mention of an elderly gnome in a submersible in the core book, but that was decades ago (in the timeline).

Okay, from here is just fan talk, but that still leaves all the aquatic and semi-aquatic races, few though they may be.

Gillmen
Aquatic Elves (not sea elves)
Merfolk
Werecrocodile-kin Skinwalkers
Wereshark-kin Skinwalkers
Undine
and possibly Wyrwood if we're counting anything that can survive in a submerged world.

How would you fit them in?


Werecrocodile-kin Skinwalkers might overlap with Sebek-Kas, or they might be some sort of hybrid between Sebek-Kas (who are themselves human/crocodile hybrid) and humans engineered before/during the flooding of the world.


I had looked at aquatic elves - they're identical to sea elves, so I ended up treating them as the same race.


Guang wrote:
I had looked at aquatic elves - they're identical to sea elves, so I ended up treating them as the same race.

Except they're faster on land and don't have Cold Tolerance. But you do have a point.


Drejk wrote:
Werecrocodile-kin Skinwalkers might overlap with Sebek-Kas, or they might be some sort of hybrid between Sebek-Kas (who are themselves human/crocodile hybrid) and humans engineered before/during the flooding of the world.

Or possibly a remnant of the human followers of Sebek that were blessed before the flood. Or maybe even descendants of Sebek himself.


I'm kinda curious how alchemy is dealt with in CS since I figure it would be hard to mix and cook chemicals/ingredients under water.


Freedom16 wrote:
I'm kinda curious how alchemy is dealt with in CS since I figure it would be hard to mix and cook chemicals/ingredients under water.

That's actually explained in the core book. There's a special solution that's heavier than water and is used as a base for mixing chemicals. As for cooking, they probably use steam. A boil crab in a cage would put off a fair amount of heat.


I've got a stumper! How, and with what do they fletch their arrows?


Do you need fletching underwater? Harpoons don't have them, I think.

Then of course there's always that new bird PC thingy on the cover of Celadon Shores. Any update on when that's coming out?


Guang wrote:

Do you need fletching underwater? Harpoons don't have them, I think.

Then of course there's always that new bird PC thingy on the cover of Celadon Shores. Any update on when that's coming out?

No exact date, but I'm fairly certain that it will be before the year is over, However I am but a lowly freelance editor and have very little influence over such matters.

Now back to the fletching. I would say they do need fletchings as they insure accuracy by imparting stabilizing rotation. Harpoons don't need them because they move at a much lower velocity and considerably greater weight to help them stay accurate.

They could be fletched with the feathers of sea birds, but I'd think they'd break down fairly quickly and would be too flimsy to actually be effective. Maybe they're carved out of wood, or shaped from shell.


From wikipedia:
Bowfishing arrows generally lack fletching, as it can cause the arrow to flare to one side or another underwater and they are not required at the relatively short ranges associated with bowfishing.

archery-forum.com:
even with an optimised bow the arrow will travel only a few metres if shot underwater.

Hmmm, might be one of those things that'll really mess up our suspension of disbelief if we think about it too much.


Wait, bows work underwater? In my Cerulean games I have rules that bows don't work underwater... please don't tell my players.


Also curious about the origins of psionics of CS, can anyone explain it to me?


I believe they say in CS that psionics is natural thing, a fundamental energy that exists with certain things have evolved to use (and others learning how to use it). Sorry, but Waves of thought doesn't dress it up further than that, though it does mention that the psychic arts predate magic in the Cerulean Seas- or at least beneath the waves. We had psion merfolk before we had sea elf wizards apparently and I think that is neat.


OmNomNid wrote:
Wait, bows work underwater? In my Cerulean games I have rules that bows don't work underwater... please don't tell my players.

Technically no, they wouldn't work under water. But bows and crossbows are included in available weapons so I was trying to think how they'd be able to function, theoretically.


Guang wrote:

From wikipedia:

Bowfishing arrows generally lack fletching, as it can cause the arrow to flare to one side or another underwater and they are not required at the relatively short ranges associated with bowfishing.

archery-forum.com:
even with an optimised bow the arrow will travel only a few metres if shot underwater.

Hmmm, might be one of those things that'll really mess up our suspension of disbelief if we think about it too much.

You know, you're probably correct. I just went back and compared aquatic bows/crossbows and terrestrial ones. Aquatic has much shorter range, as would an unfletched arrow.


Steven "Troll" O'Neal wrote:

I'm starting this thread for the discussion of the campaign materials for Alluria Publishing's Cerulean Seas Campaign Setting and it's sourcebooks.

The primary reason is to not clutter the news thread with off-topic discussion. This thread is for both crunch and fluff discussion so if you have the urge to discuss feel free to do so.

The urge huh? Ok... here comes the flood XD

1) The merfolks presented in PF really need to be addressed on how they can be added to the setting.

2) Animi based on aquatic animals are itching to be introduced.

3) While I can understand the difficulty to use a slashing or bludgeoning weapon underwater... the armory could use more weapons on that type, because getting a creature resistant, if not immune to piercing weapons is probably a nightmare.

4) That might be a real stretch here, but... how about adding fire to the mix, like a new type of fire that burns underwater, similar to modern tools, such as a flare or blowtorch?

5) Ok, this is something I really don't get: merfolk races... can never be amphibious? Anthromorphs can become amphibious using 2 feats and Feykiths are true amphibians... but your regular merfolk isn't? Kinda weird... Not that you couldn't allow merfolks to take Greater Amphibiousness and Ultimate Amphibian as a house rule.

6) I still don't get why Bards, Druids and Rangers aren't typical classes. If land creatures evolved into sea creatures over time... then how could it affect the act of singing, the art of druidism and the task of hunting? At best, I could see Siren, Kahuna and Mariner as archetypes... but that sounds a little drastic to get them as replacements.

7) A Sunken Relluk as a Congulair... wouldn't be as weird as people think. You simply have a parasite living inside you that feeds on you, don't forget that Relluks are living constructs, thus having a Constitution score. They are indeed immune to the Gelurot disease... but in this case, I'd say that they become bearers of it without suffering the consequences. The parasite feeds on the Relluk, but the Relluk doesn't feel anything... or has an extremely fast regenerating metabolism that the parasite's harmful effect doesn't take effect on it.

How does a Sunken Relluk Congulair look like? Like a small tiki statue with a weird ooze-like substance on his body, similar to vines and such on old buildings and monuments. As simple as that... Don't forget also that the PrC doesn't require you to be vulnerable to disease or to cold effects. In fact, being immune to disease makes you a better Congulair.

8) I do believe that the Luminescent trait can be surpressed... I don't know if actual animals can do so, but I'm pretty sure that this is a voluntary ability and not a mandatory one.


JiCi wrote:


1) The merfolks presented in PF really need to be addressed on how they can be added to the setting.

Yes! Even if none of the other PF stuff is addressed, this one needs to be.


Austorian Dwarves question: Are they like Nommo, beginning to suffocate as soon as exposed to air, or should their headfin be treated the same as seafolk gills? Relevant quote: "Breathe Water: Austorians can breathe underwater indefinitely through the fin at the top of their heads. They cannot breathe air, as their lungs have evolved into swim
bladders."


JiCi wrote:

The urge huh? Ok... here comes the flood XD

1) The merfolks presented in PF really need to be addressed on how they can be added to the setting.

I agree, it does. As I've said my personal campaign has them as fleshwarped humans, but it'd be nice to have an official backstory, if only a paragraph somewhere.

"JiCi wrote:
2) Animi based on aquatic animals are itching to be introduced.

That's in the plan, somewhere down the road. Remarkable Races Submerged doesn't end at the Relluk, or at least that's the plan.

"JiCi wrote:
3) While I can understand the difficulty to use a slashing or bludgeoning weapon underwater... the armory could use more weapons on that type, because getting a creature resistant, if not immune to piercing weapons is probably a nightmare.

All the core Pathfinder weapons are available as exotic weapons, though they suffer from the standard penalties. That said, I believe there will likely be more slashing weapons in Celadon Shores given its East Asian theme. How many of course I have no idea as of yet.

"JiCi wrote:
4) That might be a real stretch here, but... how about adding fire to the mix, like a new type of fire that burns underwater, similar to modern tools, such as a flare or blowtorch?

I'll get back to you on that.

"JiCi wrote:
5) Ok, this is something I really don't get: merfolk races... can never be amphibious? Anthromorphs can become amphibious using 2 feats and Feykiths are true amphibians... but your regular merfolk isn't? Kinda weird... Not that you couldn't allow merfolks to take Greater Amphibiousness and Ultimate Amphibian as a house rule.

Many of the Merfolk races are amphibious. From the core book alone only Nommo cannot survive for any significant amount of time. Seafolk technically could spend days above the surface, and the other two merfolk could spend 5 hours above with average Constitution scores. The problem however is moving while you're there. Items that grant a boost to the Climb skill, or better yet a Climb speed would be useful. As would the spell Fins to Feet.

"JiCi wrote:
6) I still don't get why Bards, Druids and Rangers aren't typical classes. If land creatures evolved into sea creatures over time... then how could it affect the act of singing, the art of druidism and the task of hunting? At best, I could see Siren, Kahuna and Mariner as archetypes... but that sounds a little drastic to get them as replacements.

Well, while the classes do share a lot thematically, mechanically they are pretty different. The best I can figure is that they left the Druid & Ranger out because there weren't enough animal companions for an aquatic setting and they didn't want to add a ton in the bestiary chapter just for them (they did add some just to make the other classes that use them workable). As for the Bard, it wouldn't be able to use it's perform skills that relied on musical instruments, which would seriously limit Versatile Performance and Masterpieces. Maybe that's not a lot, but it's something.

"JiCi wrote:
7) A Sunken Relluk as a Congulair... wouldn't be as weird as people think. You simply have a parasite living inside you that feeds on you, don't forget that Relluks are living constructs, thus having a Constitution score. They are indeed immune to the Gelurot disease... but in this case, I'd say that they become bearers of it...

Well yeah, there's no doubt about whether or not they can. My question was more along the lines of how, biologically, would it work. They're internal anatomy is stone, metal, crystal, and wood, not flesh which is the usual home for the congulair symbiote.


Guang wrote:

Austorian Dwarves question: Are they like Nommo, beginning to suffocate as soon as exposed to air, or should their headfin be treated the same as seafolk gills? Relevant quote: "Breathe Water: Austorians can breathe underwater indefinitely through the fin at the top of their heads. They cannot breathe air, as their lungs have evolved into swim

bladders."

I'd say they'd start suffocating. Their lungs are swim bladders now, and while some fish breath air with their swim bladders I don't think such a deep-dwelling race could do it. The land speed they have is probably for the distinct possibility of one finding the aquatic version of an Amulet of Adaptation, as well as traversing the seafloor.


Steven "Troll" O'Neal wrote:
I'd say they'd start suffocating. Their lungs are swim bladders now, and while some fish breath air with their swim bladders I don't think such a deep-dwelling race could do it.

What is a swim bladder? Is it different, then, from whatever organ gilled seafolk use to breathe air for half Con score number of hours?


Guang wrote:
Steven "Troll" O'Neal wrote:
I'd say they'd start suffocating. Their lungs are swim bladders now, and while some fish breath air with their swim bladders I don't think such a deep-dwelling race could do it.
What is a swim bladder? Is it different, then, from whatever organ gilled seafolk use to breathe air for half Con score number of hours?

A swim bladder is an organ that many fish possess that allows them to control their buoyancy. It's the same organ between Austorian Dwarves and Seafolk. By the way Seafolk actually can breathe air indefinitely, at least as of Beasts of the Boundless Blue.


Steven "Troll" O'Neal wrote:
Guang wrote:
Steven "Troll" O'Neal wrote:
I'd say they'd start suffocating. Their lungs are swim bladders now, and while some fish breath air with their swim bladders I don't think such a deep-dwelling race could do it.
What is a swim bladder? Is it different, then, from whatever organ gilled seafolk use to breathe air for half Con score number of hours?
A swim bladder is an organ that many fish possess that allows them to control their buoyancy. It's the same organ between Austorian Dwarves and Seafolk. By the way Seafolk actually can breathe air indefinitely, at least as of Beasts of the Boundless Blue.

Page 6 of Beasts of the Boundless Blue (Merfolk subtype, under "gills") would seem to state otherwise, while skipping the exact mechanics.


Guang wrote:
Steven "Troll" O'Neal wrote:
Guang wrote:
Steven "Troll" O'Neal wrote:
I'd say they'd start suffocating. Their lungs are swim bladders now, and while some fish breath air with their swim bladders I don't think such a deep-dwelling race could do it.
What is a swim bladder? Is it different, then, from whatever organ gilled seafolk use to breathe air for half Con score number of hours?
A swim bladder is an organ that many fish possess that allows them to control their buoyancy. It's the same organ between Austorian Dwarves and Seafolk. By the way Seafolk actually can breathe air indefinitely, at least as of Beasts of the Boundless Blue.
Page 6 of Beasts of the Boundless Blue (Merfolk subtype, under "gills") would seem to state otherwise, while skipping the exact mechanics.

Ah, but their actual entry doesn't include the Water Dependent trait the other two (excluding Nommo) merfolk races from the core book possess. It doesn't say it's water dependent so I'm going to say that isn't.


Alright. There are also other omissions in PC entries in Beasts of the Boundless Blue, however, like poison spines absent from the Echinn PC for no obvious reason. Looks more like typos to me - forgetting to include subtype traits in the main PC entry.

Having said that, obviously you gotta do something to help them get on land if your campaign has anything on land. I figure making them carry around a gallon of saltwater isn't all that bad, but making them breathe air would work too, I guess.


Steven "Troll" O'Neal wrote:
Well yeah, there's no doubt about whether or not they can. My question was more along the lines of how, biologically, would it work. They're internal anatomy is stone, metal, crystal, and wood, not flesh which is the usual home for the congulair symbiote.

There you go... Wood is an organic substance like flesh. A parasite can attach itself to plants and well as a plant creature.

While this isn't of what a Relluk is primarily made of, I could see the parasite feeding off the wood portions of its structure. Stone... can be a stretch... because there could be organisms that the parasite can feed on stony surfaces of it.

A living construct usually has organic materials built into it. If wood is present within a Relluk, I'd say that it can be sufficient for the parasite to latch into and survive. My theory resolves around organic tissues and sources... like wood being the flesh counterpart for a Relluk's "flesh"... or at least part of it.

Even then... the PrC doesn't require you to be immune to the Gelurot. By a strict reading, an actual construct or an undead creature could become a Congulair despite being immune to disease and not having a Constitution score.


Guang wrote:

Alright. There are also other omissions in PC entries in Beasts of the Boundless Blue, however, like poison spines absent from the Echinn PC for no obvious reason. Looks more like typos to me - forgetting to include subtype traits in the main PC entry.

Having said that, obviously you gotta do something to help them get on land if your campaign has anything on land. I figure making them carry around a gallon of saltwater isn't all that bad, but making them breathe air would work too, I guess.

Yeah, it's omitted from the core book as well. As for the Echinn entry, it has the poison spines trait in the statblock.

But here I am arguing. I apologize.


JiCi wrote:
Steven "Troll" O'Neal wrote:
Well yeah, there's no doubt about whether or not they can. My question was more along the lines of how, biologically, would it work. They're internal anatomy is stone, metal, crystal, and wood, not flesh which is the usual home for the congulair symbiote.

There you go... Wood is an organic substance like flesh. A parasite can attach itself to plants and well as a plant creature.

While this isn't of what a Relluk is primarily made of, I could see the parasite feeding off the wood portions of its structure. Stone... can be a stretch... because there could be organisms that the parasite can feed on stony surfaces of it.

A living construct usually has organic materials built into it. If wood is present within a Relluk, I'd say that it can be sufficient for the parasite to latch into and survive. My theory resolves around organic tissues and sources... like wood being the flesh counterpart for a Relluk's "flesh"... or at least part of it.

Even then... the PrC doesn't require you to be immune to the Gelurot. By a strict reading, an actual construct or an undead creature could become a Congulair despite being immune to disease and not having a Constitution score.

Yeah, that's what I went with too.


Steven "Troll" O'Neal wrote:
Guang wrote:

Alright. There are also other omissions in PC entries in Beasts of the Boundless Blue, however, like poison spines absent from the Echinn PC for no obvious reason. Looks more like typos to me - forgetting to include subtype traits in the main PC entry.

Having said that, obviously you gotta do something to help them get on land if your campaign has anything on land. I figure making them carry around a gallon of saltwater isn't all that bad, but making them breathe air would work too, I guess.

Yeah, it's omitted from the core book as well. As for the Echinn entry, it has the poison spines trait in the statblock.

But here I am arguing. I apologize.

no offense taken. I hope I haven't given any, either.

I saw it more as discussion than argument.


No, I'm not offended.

Okay, question for everyone. How would you go about refitting the races that have a touch of monster ancestry for the setting? By which I mean races like Aasimar, Tieflings, the elemental races, Dhampir, and Skinwalkers.

I'd probably use the merfolk simple template to make them aquatic, and explain them as being descended from Seafolk. How about y'all?


Elemental races I think would need a major workover, with a steam one, a sound one, and no fire ones. Hoping that they'll cover aquatic skinwalkers and trueforms in future releases.

Do small races still get the bonus to AC, attack rolls, sneakiness, CMB/CMD penalty, etc?


Guang wrote:

Elemental races I think would need a major workover, with a steam one, a sound one, and no fire ones. Hoping that they'll cover aquatic skinwalkers and trueforms in future releases.

Do small races still get the bonus to AC, attack rolls, sneakiness, CMB/CMD penalty, etc?

Yeah, but the default heritage for the elemental races is that they're descended from genies, so they'd have to stat up steam and sound genies. That'd be cool.

For the small races, I'm going to say yes they do have the same bonuses from small size.


What about the bucket-of-saltwater rule for suffocating merfolk? Is it used up, or can merfolk dunk their head in it more than once?

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