
Oxnard Kettlebeak |

Founded in the Second Age, the Empire of Oceana sat on an island midway between the the major trading routes. The legends say a cataclysm sank the city beneath the waves near the very end of the Second Age. Since then, the City has thrived beneath the ocean- ruled by a Gilman Emperor, peopled with Gilmen, Merfolk, and stranger creatures of the sea, Oceana has lived up to its name.
But, ten years ago, a mysterious group of spellcasters known as the Absolute Order rose up, killing the Emperor and Empress. Allied with dark powers, the Absolute Orders now rule the land beneath the waves. . .
But there is hope- the 8 year old son, now the rightful Emperor of Oceana was smuggled outside the city, escaping to the surface world. Now, surrounded by a small group of loyalists and mercenaries, the Prince sets out to gather resources, forge alliances, raise a navy, and reclaim his birthright.
Will you answer the call for the Crown of Oceana?
This campaign features fleet building, trade routes, and diplomatic alliances subsystems.
The time has come for recruitment for my Crown of Oceana game!
This is a very special campaign to me, based on the myths of Atlantis and other ocean societies, and set in my own campaign world Kesperex, I am brimming with ideas for how this game will run and hope that others will come along with me for this journey.
What: The "Crown of Oceania" Adventure
When/Where/How: Will be Play By Post here in these forums, and the actual campaign start will be after recruitment is finished
How many/Who: I will be taking up to 10 characters for this campaign
Wait, did you say 10 characters? Yes, yes I did because of. . .
The Twist: Because this game takes place on a grand scale climaxing in a massive war beneath the ocean and involving naval combat, but also because the early stages of the adventure are designed to send you on discrete missions the group will be occasionally together, but usually will split the party to go in two different directions at once and take on two separate missions. I'll be running two campaign screens for this, but it won't be a static two separate parties-- the characters and alignments for missions will (hopefully) change and reorganize so that all 10 characters will have been on missions with each other at different points.
Application process: For application, I ask for your completed/near completed 1st level character, along with a 1 paragraph or greater background, and a general outline for advancement. As before, I will be grading on multiple criteria:
*Background: 1-3 points for detail of background, focusing on how it gives your character story hooks/makes your character a part of the world
*Build: 1-3 points for presenting an interesting mechanical build: I love crazy multi-classes and other builds that rely on cobbling together a truly unique character, so I will reward people who put an effort into doing something interesting rather than building one of the core power builds that fill most parties
*Theme: 1-3 points for creating a character that fits the themes of the game (nautical, undersea, naval)-- I'm looking for characters both undersea races and landlubbers wanting to step into the ocean who will feel at home in the source material, so keep that in mind while designing them- the Mountaineer Gunslinger wearing Full Plate whose scared of water is a cool character concept, but he's out of place here
*I reserve the right to green light in the occasional player based on external factors- someone I almost took on a previous recruitment, for instance, may get the edge in selection this time
"deadline": Rather than set a firm deadline, I will be taking characters in phases-- the first "cut" will be Friday 24 July at 0800 AM Central. At that point I will make decisions, announce which characters I have selected, and announce the next "cut" as well as how many characters I have left to select and if any roles/races have essentially been "filled" (i.e. for truly exotic races I am unlikely to chose more than 1, so if an Adaro has been added to the party I will announce that Adaro is no longer available to choose). At this point I will also take the time to message those whose characters were not chosen yet, but are still in the running why I didn't select them to give an opportunity to adjust or submit a new idea.
I will keep running phased selection like this until I've filled out a party of 10, and then we will begin shortly after.
Character Creation Rules
Attributes: 20 points point buy, nothing over 18 before racial modifiers
Classes: All Paizo published classes and prestige classes and Archetypes are legal. Archetypes/PrCs that are very Golarian specific will have to be modified for flavor to make them fit a different world, but if there's one you want mechanically we will work the flavor details out.
Summoners: I've decided to leave open the possibility of taking a non-Unchained summoner on this campaign with the caveat that "mega-pounce beast" eidelons will not be allowed and that the Spell Haste will be moved to 3rd level.
Feats: All Paizo published feats and Variant Multi-classing will be allowed with the exception of the Clustered Shots feat (this was written at a time when archers had no other way to by-pass DR, then left in after scads of ways to increase archer damage were added and its simply no longer balanced, IMO)
Subsystems: I will be using Background Skills, Skill Unlocks, and Stamina Points (feat required version) subsytems, as well as Variant Multi-Classing being allowed, but am not using/allowing other subsystems (Words of Power/auto-progression bonuses/Elephant In the Room feat reductions)
Traits: Every character will be allowed to take 1 Campaign Trait from the Player's Guide and one other trait. (Religion traits ask for equivalent deity)
Races: What races are available for your character to use are determined by the Campaign Trait you take, as details in the Player's Guide. Elves and Dwarves use setting specific alternate subraces.
Gold: Everyone will start with average starting gold for your class + the bonus that your campaign trait gives.
To Apply: Add your name and information to This Sheet to apply- fill out Player Name, Character Name, your starting race/class, a short description of the "theme" or "role" you want the character to play (Sea God's Sworn Healer, or Pirate Seeking Redemption, ect), and a brief description of the build you intend to take as well as a link to either a profile or the post where you fill out the details. Dotting/showing interest in the thread will not be considered an application of you do not fill out the spreadsheet- this makes it easier for me to find everyone/review them all.
Gods: Every Divine Caster regardless of class must worship a deity or follow a church. Deities and Churches listed here
I think I covered anything, but if there are questions please ask them. I look forward to going on this journey with you all!

Oxnard Kettlebeak |

Dotting! I’ve had an idea for a triton cavalier or paladin, likely using the Coastal Emissay trait.
Would an aquatic mount be appropriate?
Yes- the first few levels will involve a mix of coastal/ship based action, but by the mid levels most of the action will be in the deep ocean so if you've ever wanted an aquatic companion or mount, this is the game for it.

The Archlich |
1 person marked this as a favorite. |

Dotting and going through the Player's Guide. Good job, Oxnard! Looking forward to put something together.
EDIT: Building a Cecaelia Bolt Ace with an underwater crossbow just because I think it's cool as hell, and I like to imagine (flavor only) it reloading the weapon with the tentacles (without any mechanical advantage/disadvantage).

Brewton Parker |

I'd like to submit my sad gay Skulls and Shackles boy; he'll need editing to fit in your world, but he's complete and ready for ship combat and aquatic adventures both. I'd like to find a way to keep him with his prosthetic leg at no penalty, also if you are not using drawbacks I wouldn't mind keeping his regardless of an extra trait/mechanical benefit
His crunch and Golarion specific background are in the profile, vague build plans in previous posts
I'll update him as we go, but here he is

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Hi GM, I'm interested in trying a character focused on befriending sea creatures. However, before I commit to it, I'd like to know what are your thoughts on how a couple of abilities might work.
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
The Diplomacy rules regarding changing the attitude of a target are the following:
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.
I believe that it is clear that Wild Empathy, if used outside of combat could improve the attitude of a creature and once that is done, if the attitude is Indifferent or better I can make additional checks to make a request. However, I'm concerned with how will I be able to convey the request to the creatures. Would it require some sort of ability/spell for me to speak with the creature? Would it depend on the complexity of the request?
I'm also uncertain what would generally be considered against a creature's nature. Would ask an animal to help me in combat be against its nature?
As a backup plan I'm also intending on have many ranks in Handle Animal and use the "push" use of the skill with my befriended animals.
To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Would it be reasonable to ask that, between Wild Empathy and Handle Animal, I'd be able to befriend critters and order them to help me in various situations, like attacking, scouting, spying, make guard, etc?
I'm asking all this not with an intention to break the system, but just to see if we can reach an agreement on how my abilities would work. Thanks in advance!

Dorian 'Grey' |

...Hi GM, I'm interested in trying a character focused on befriending sea creatures. However, before I commit to it, I'd like to know what are your thoughts on how a couple of abilities might work.
** spoiler omitted **
These are available...sharkweek!

Oxnard Kettlebeak |

@Sir longears: there's a lot of variables of how intelligent the creature is, what you are asking it to do, ect- but ultimately, yes you can train sea creatures and or befriend nearby ones and ask for their help in combat (speak with animals obviously useful here, and Sahuagin have an ability specific to sharks)
@Origami Dog- I thought about including Kobolds (and orcs) from the Old Empire, but decided against it, so not for this game

Mila Ekanheart |

Sir Longears here!
Cool. I'm actually thinking about an Undine with the beastkin (fish) trait. Don't really like the more monstrous races and my goal is to befriend many different creatures.
Sahuagin looks too much fearsome and threatening in this concept I think. This alias is the work in progress, even if I've only toyed with her build yet. Going with a druid with the Aquatic Druid archetype and the Aquatic domain... I guess their is no way to be more water themed than that!

Oxnard Kettlebeak |

@Mr Nevets- no, the game starts as surface coastal and ship based and transitions to more and more under water as it goes.
In AP terms the first two volumes worth are "more" about water, then by the equivalent of Parts 3-6 it becomes increasingly more underwater.
(This is to ensure that it is possible to play a surface race using magic or other means to breath under water, and because ships are cool as well, so the goal is to blend in the "pirate-y" aspect early on as well)

The Lobster |

So I'm CONSIDERING turning Brewton into a werecrocodile as originally intended (he a dumb Loosiana boy), my one question rn, when gladiators win their freedom from the Prisoner Isle, do they leave the island or is there a colonial Australia/Georgia style community of ex-cons that live among or on the outskirts of the prison set up?

Ruin Explorer |

I’m excited to see this finally post! I didn’t see this as I was looking over the posts: are there firearms? I recognize going underwater will have to be a consideration for that, but I’m developing this concept for a grizzled spellslinger pirate wizard. Sorry ‘privateer’. Obviously, I don’t want to go to far if it won’t work out.

Oxnard Kettlebeak |

@Ruin Explorer- yes there are firearms, but also yes as you go along you'll have to expend effort finding ways to make them work underwater to remain effective
@Sebecloki- evil characters are fine as long as it's an evil character that can fit into a generally good aligned group- that is you are working for a good King fighting against an ur-evil group, so if you make the goals and personality of an evil character such that he can work in that context without doing things like slaughtering party members or being so obviously evil that they turn on you, then yes, a subtle evil alignment is acceptable

KingHotTrash |

So I have a quick question!
How civilized are the Grippli in this setting? I saw the picture of a Grippli swashbuckler and the thought just...won't go away.
I'm considering that or something with the Tengu because you can't put in that they get some terrible/amazing curse/secret and have me not make one.

YoricksRequiem |

@Mr Nevets- no, the game starts as surface coastal and ship based and transitions to more and more under water as it goes.
In AP terms the first two volumes worth are "more" about water, then by the equivalent of Parts 3-6 it becomes increasingly more underwater.
(This is to ensure that it is possible to play a surface race using magic or other means to breath under water, and because ships are cool as well, so the goal is to blend in the "pirate-y" aspect early on as well)
I feel obligated to point out that by RAW, Sahuagin cannot breathe air - should they be treated as if they were amphibious?

Mila Ekanheart |

Hi GM, still working on Mila.
Was wondering if you'd allow the stacking of the Aquatic Druid and Feyspeaker archetypes. The only class feature that is in question is wild shape, since both of them "alter" it by saying I only gain it at 6th level at effective druid level -2.
I'm aware that simply let them stack could make some imbalance, so what I'm asking is if you'd be ok for them to stack in exchange of pushing wild shape to 8th level and have it work at effective druid level -4. This way I'd be "paying the price" of the two archetypes.

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Oxnard Kettlebeak wrote:I feel obligated to point out that by RAW, Sahuagin cannot breathe air - should they be treated as if they were amphibious?@Mr Nevets- no, the game starts as surface coastal and ship based and transitions to more and more under water as it goes.
In AP terms the first two volumes worth are "more" about water, then by the equivalent of Parts 3-6 it becomes increasingly more underwater.
(This is to ensure that it is possible to play a surface race using magic or other means to breath under water, and because ships are cool as well, so the goal is to blend in the "pirate-y" aspect early on as well)
Perhaps it would be better to replace some of its abilities, since it is already a 22RP race.

Oxnard Kettlebeak |

Ooph!
This Sahuagin thing is a big mistake, I thought I'd accounted for the ability to breath air for the underwater races, but I have the solution!
Adding to the player's guide for Sahuagin:
Additionally, Sahuagin must take the new “Coastal Adaptation” alternate racial trait described below.
Coastal Adaptation: Some sahuagin who have lived nearest the coastal waters and spent more time on land than is typical for their type have adapted to better survive outside the water. Gain the Amphibious subtype. This racial trait replaces Blind Sense and Light Blindness.
(This will actually solve 3 problems- making them land playable, taking away the semi-debilitating light blindness, but also taking away the far more powerful Blind Sense).
Apologies that I didn't catch that initially!
Edit: I'm also stripping the Blind Sense Trait from Adaro for the campaign.

Oxnard Kettlebeak |

As far as the general trend to powerful races-- that's another thing I questioned as I was prepping the player's guide, but ultimately I decided I wanted to try including some of these more powerful options to have the chance to fit the theme of the campaign, so yes, I'm aware that some choices do have advantages over the less exotic choices.

Oxnard Kettlebeak |

Re: Tengu/ "eastern weapons"--
Eastern weapon exist (from the Plateau lands) and aren't restricted except in their being exotic.
That said, Tengu start proficient in katana and wakazashi thanks to their "sword trained" racial trait (or can swap it for one that grants proficiency in other exotic if you are more interested in Kusari-gami or one of the eastern polearms).

Oxnard Kettlebeak |

@Sir longears- sorry had to go back and check. Yes, I'm fine with allowing both- aquatic druid being one of the APG Druid archetypes which they overreacted and gave extra hindrances for no real apparent benefit I'm not worried about it being overpowered to stack.
@Joker 27- that's a cool idea; I'll allow it
@Mr nevets re: common tongue- no there is not a separate "underwater common".
Re: common for everyone--
I also forgot to note that common in this setting is Draconic, so if you were planning to use a bonus language on Draconic take a different one instead as you get it for free.

Origami Dog |

Hmm, I'm thinking of making a Strength-based unchained Rogue. Would you allow this Archetype? It replaces the useless 'Weapon Finesse' chain with a Fort boost and bonus combat feats at 3,16 and 19

Vrog Skyreaver |
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Electricity Spells: While normal electricity, such as that from a natural thunderstorm, tends to disperse in all directions underwater, magical electricity spells hold their integrity enough to have normal effects underwater, with one exception: visible and audible lightning bolts and sparks are the result of combusted air, and they don’t happen underwater.
Because of this, creatures that fail to identify an electricity spell that requires a ranged touch attack are flat-footed against the first such ranged touch attack during a fight, as they don’t realize they need to dodge the invisible projectile (unless they otherwise have reason to expect it, like a spellcaster who can cast such spells). This doesn’t apply to melee touch spells like shocking grasp, since the creature can still see the spellcaster’s hand moving towards it.
Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater).
Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

zefig |

Aquatic Adventures wrote:Electricity Spells: While normal electricity, such as that from a natural thunderstorm, tends to disperse in all directions underwater, magical electricity spells hold their integrity enough to have normal effects underwater, with one exception: visible and audible lightning bolts and sparks are the result of combusted air, and they don’t happen underwater.
Because of this, creatures that fail to identify an electricity spell that requires a ranged touch attack are flat-footed against the first such ranged touch attack during a fight, as they don’t realize they need to dodge the invisible projectile (unless they otherwise have reason to expect it, like a spellcaster who can cast such spells). This doesn’t apply to melee touch spells like shocking grasp, since the creature can still see the spellcaster’s hand moving towards it.
CRB Rules on casting underwater wrote:Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater).
Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.
Thanks Vrog, that's very helpful.