Pathfinder Campaign Setting: Aquatic Adventures (PFRPG)

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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

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Indispensable for Aquatic Encounters

5/5

It's fair to say that aquatic combat is complex and cumbersome to handle in Pathfinder: dealing with the shift to three-dimensions is hard to track on a grid, there are special rules for different types of weapons, the constant need for Swim checks to maneuver (or avoid sinking), tracking of how long a character can hold their breath, and much more. If it's a situation that only pops up on isolated occasions (diving to the bottom of a pool in a dungeon, for example), many GMs will just handwave it. But for campaigns set in or around rivers, lakes, and oceans, hand-waving the aquatic combat rules makes aquatic encounters less special, aquatic monsters less threatening, and character options designed for such a situation irrelevant.

Aquatic Adventures does a great job explaining and supplementing the rules for aquatic encounters as presented in the Core Rulebook. I'd consider it indispensable for adventures set in places like the River Kingdoms or for something like the Ruins of Azlant adventure path. Only about a third of the book is rules "crunch", with most of the chapters devoted to crunch-free (but extremely flavourful!) descriptions of the different oceans and seas of Golarion. I'll go through the chapters one by one, but first, we have to give praise to that amazing cover--that's the sort of thing that should be a poster. The art is reprinted on the inside back cover, while the inside front cover is a sort of "in-game" map showing the different oceans and seas in the game world (it's startling to remember just how small the Inner Sea region is compared to the rest of Golarion we rarely see). The overall layout and interior art of the book is very well done.

INTRODUCTION (2 pages)

This is a short, lyrical overview of oceans and their dangers. There's nothing wrong with it, but it's inessential.

ANTARKOS OCEAN (4 pages)

This is the great southern ocean of Golarion. The name is a bit too much on the nose, because the "Antarkos Ocean" has freezing waters, the danger of icebergs, fog, and so forth. The description is very well done, and makes the prospects of exploring the ocean and the ice sheet of the south pole the sort of thing to fill PCs with dread. There are some great bits of setting lore, like a mysterious race of dream-powered giants and a colony of kalo. In addition, there are tons of great adventure hooks to explain why the PCs would want to come here in the first place.

ARCADIAN OCEAN (4 pages)

The Arcadian Ocean separates the continent of Avistan (where most Pathfinder adventures are set) from the rarely-seen continent of Arcadia. The ocean here is filled with pirates, submerged ruins, and lost magics. This is where Ruins of Azlant takes place. Again, a lot of great adventure hooks to explain why PCs would try to cross such treacherous waters.

EMBARAL OCEAN (4 pages)

The Embaral Ocean is a "marine desert", which I didn't realise was a real thing. There's no aquatic life at all, nor is there any wind or currents to make journeys easier. It's an interesting idea in concept, though I'd have to see some adventures using it to really get a sense of whether it would work in practice.

OBARI OCEAN (4 pages)

The Obari Ocean borders Casmaron (and Vudra), and features occasional terrible storms. At this point, I notice that it's hard for the writers to make descriptions of different oceans sound interesting--"water be water", after all. There's something about an ice forest which sounds like a cool concept.

OKAIYO OCEAN (4 pages)

This is a pretty standard ocean, distinctive only by the presence of a mighty sahuagin empire.

GOLARION'S SEAS (18 pages)

This section includes two pages each on the following seas: the Castrovin, the Fever, the Inner, the Ivory, the Shining, the Sightless, the Songil, the Steaming, and the Valashmai. Each entry includes a brief summary, then longer passages on characteristics, denizens, treasures, and a notable geographical feature. It might sound bland, but there's a lot of exciting ideas here like the Razored Labyrinth of the Castrovin Sea (a maze of rocks sure to sink any ship that tries to pass through without a map) or the epic kaiju (and more) of the Valashmai Sea. Devotees of the Inner Sea will find a bit on different countries' navies.

AQUATIC RULES (22 pages)

As I mentioned in the opening, this section is indispensable. It contains clarifications and additions for things like buoyancy, fighting underwater, how various types of spells function, Perception and Survival checks, drowning, pressure and temperature, and more. If you want to do underwater combat well, this section will answer most of your questions. It contains some advice on "thinking in three dimensions", though I'd suggest this may be a trial-and-error thing for most groups. The section also includes several new archetypes and class options--most of them are really good at making underwater exploration and combat more feasible for PCs. For example, there's an "aquanaut" archetype for fighters, an "underwater" combat style for rangers, lots of good mundane equipment, the "aquadynamic focus" feat, and some great spells like free swim and lead anchor (potentially really nasty!). Melee characters will appreciate the underwater special weapon ability. There's a ton of new options here, and the vast majority are solid in terms of power versus cost.

And that's Aquatic Adventures. It's one of those books that's easy to overlook until some goober falls off a bridge, tips over a canoe, or decides to become a pirate--but when you need it, you really need it.


Worth the price for the Aquatic Rules chapter alone

4/5

First things first: this is Campaign Setting, so if you bought it to power up your PC and found out that many options are so narrow that they work best for NPCs ... well, you get what you deserve for not reading my review.

Second thing is that there are some very nice things for PCs here. I kind of wish that some of the stuff here was included in Blood of the Seas, but that ship has sailed. AHAHAHAHAHAHAHA. You got the joke, right? Right?

Anyway, apart from rules material, this book has two things going for it. One are the chapters on Golarion's oceans and seas which, while evocative and well written, are somewhat brief. They're more primers than full descriptions, so as usual with Paizo, there's a lot for a GM to fill out with her or his imagination.

Now the big kahuna is the Aquatic Rules chapter which gathers, updates and expands the rules for aquatic movement and actions. Why is this such a great deal? Well it's because these rules are horribly spread across the core rulebook thanks to the CRB inheriting less-than-stellar layout of the 3.5 PHB. Here you have everything in one place - movement, buoyancy, combat, spellcasting, drowning AND the creme de la creme, some guidance as to how do spells work underwater. My snarky tongue-in-cheek argument about lightning bolts underwater suddenly holds far less water than it used to. AHAHAHAHAHAH! Also a joke! C'mon, you did get this one, too? Let me know in comments below.


Okay, but not amazing

2/5

The book does what it says on the tin, but nearly all of the new rules elements are unusable in all but the most heavily water focused games. An example of this is the Drowned Channeler Spiritualist, who has to be within 25 feet of a major body of water to gain /any/ benefit from Shared Consciousness. Not any water, not even a lake or major river - it has to be something on the scale of an ocean or sea.

If this was an exception and not the rule, I could give this three stars - but this book is sadly not so. Nearly every rules element has no effect outside of water, some actively penalize you for being on land; unless you regularly play entirely-aquatic games, skip this book and save yourself $16+


Life Is Better Down Where It's Wetter

4/5

A good solid book about Golarion's oceans and seas and it also has some nice additional/expanded under water rules. While I do like some of the additional class options, spells, etc. I would have preferred less crunch for more world building.


Excellent, although too many rules for my liking

4/5

I find this book very hard to rank in the usual one to five star way.

I enjoyed the first forty pages immensely. They give a really good survey of the oceans and seas of Golarion including plenty of adventure hooks, details of who lives where and everything you'd want from an introductory 'gazetteer' of such large areas.

My main complaint is that each section is too short and further that there's no discussion of the bodies of water to be found in the Darklands. Given the importance of underworld regions to a fantasy world, the latter in particular feels like a glaring omission.

The reason for that is no doubt the perceived need to include the mechanics in the latter part of the book. I suspect that these rules elements are well done and probably even necessary (I don't buy the campaign books for rules, so I haven't done more than flick through the later parts of the book) - nonetheless, I wish they'd been provided in some other way. It feels to me that this isn't really a campaign setting book, but rather two thirds of a campaign book plus some rules stuff.

Given all of that, I still consider this good value and it's a welcome entry in the line. I'd just personally prefer that the flavor proportion of these books be given greater weight.


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Pathfinder Starfinder Roleplaying Game Subscriber
The Description wrote:
An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider.

I'm going to be honest, did we really need new challenges to consider when dealing with underwater combat, possibly the most reviled and feared scenario in all of DnD history?

Silver Crusade

If it's expanding and clarifying the rules for underwater combat then why not?


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
If it's expanding and clarifying the rules for underwater combat then why not?

Because the rules are still a very long-form way of saying "don't do this, no seriously, don't." Clarifying that would just make it more clear that underwater combat is terrible for everyone involved that can't turn into a fish.

Also, the clarification is a separate thing from the NEW challenges.

Silver Crusade

3 people marked this as a favorite.
Alchemaic wrote:
Rysky wrote:
If it's expanding and clarifying the rules for underwater combat then why not?

Because the rules are still a very long-form way of saying "don't do this, no seriously, don't." Clarifying that would just make it more clear that underwater combat is terrible for everyone involved that can't turn into a fish.

Also, the clarification is a separate thing from the NEW challenges.

You have absolutely no way of knowing that is what these yet unreleased rules say. Maybe, just maybe, these new underwater combat rules are meant to facilitate underwater combat.

"An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider."

That doesn't seem all that separate.


4 people marked this as a favorite.
Alchemaic wrote:
The Description wrote:
An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider.
I'm going to be honest, did we really need new challenges to consider when dealing with underwater combat, possibly the most reviled and feared scenario in all of DnD history?

It's almost like Paizo knew how messed up the underwater rules were, and are releasing this book in an effort to revamp them and make them more fun/accessible. Because there's going to be a whole underwater adventure path, and they want people to actually enjoy it.


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
Alchemaic wrote:
Rysky wrote:
If it's expanding and clarifying the rules for underwater combat then why not?

Because the rules are still a very long-form way of saying "don't do this, no seriously, don't." Clarifying that would just make it more clear that underwater combat is terrible for everyone involved that can't turn into a fish.

Also, the clarification is a separate thing from the NEW challenges.

You have absolutely no way of knowing that is what these yet unreleased rules say. Maybe, just maybe, these new underwater combat rules are meant to facilitate underwater combat.

"An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider."

That doesn't seem all that separate.

Man, you really like being combative. Clarification is just that. Clearing up any confusing wording, and possibly in doing so introducing new challenges that weren't initially clear (or the new challenges are separate, or both). I imagine some of the options in the book will allow characters to function slightly better underwater (probably pricey magic items that run on Freedom of Movement), but I seriously doubt that a campaign setting book is going to introduce rules that override or significantly change rules in a core book that have existed since before Pathfinder did.

I very sincerely doubt that the rules in the book are going to do anything besides reaffirm that it's never safe to go in the water.

Generic Villain wrote:
It's almost like Paizo knew how messed up the underwater rules were, and are releasing this book in an effort to revamp them and make them more fun/accessible. Because there's going to be a whole underwater adventure path, and they want people to actually enjoy it.

See above, I doubt Paizo is going to release rules that override or completely replace existing rules in a core book.


Alchemaic wrote:
The Description wrote:
An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider.
I'm going to be honest, did we really need new challenges to consider when dealing with underwater combat, possibly the most reviled and feared scenario in all of DnD history?

I seriously have no idea what you're talking about, my friend. I've run numerous underwater combat scenarios in my time as GM in Pathfinder, and my players have never reviled them or feared such a scenario. Honestly, the brief combat rules for underwater from the CRB aren't terribly restrictive, and there are all kinds of ways that they can be gotten around by players. Truthfully, I'll love to have a book that does expand and create new challenges, because, as they are, it's too easy for the PCs to get around them.

Silver Crusade

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"but I seriously doubt that a campaign setting book is going to introduce rules that override or significantly change rules in a core book that have existed since before Pathfinder did."

That's exactly what the description is saying it's going to do though.


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:

"but I seriously doubt that a campaign setting book is going to introduce rules that override or significantly change rules in a core book that have existed since before Pathfinder did."

That's exactly what the description is saying it's going to do though.

No, it really doesn't. Clarify =/= change. Expansion is adding to, not changing. If it was updating then yes, it would be changing, but it isn't.

Sub-Creator wrote:
I seriously have no idea what you're talking about, my friend. I've run numerous underwater combat scenarios in my time as GM in Pathfinder, and my players have never reviled them or feared such a scenario. Honestly, the brief combat rules for underwater from the CRB aren't terribly restrictive, and there are all kinds of ways that they can be gotten around by players.

We have played in very, very different games then. Nothing more fun than trying to fight a single Aboleth underwater and losing handily without it even needing to use magic while the gunslinger can't hit its touch AC due to penalties and the barbarian's attacks barely scratch it.

Silver Crusade

If you're adding something, that means you're changing something by adding to it.

Expanding AND clarifying means they rules are going to be changed in some ways. They may have well said "updates" since that's what these are. I honestly have no idea why you are so opposed to the idea that these rules might be a bit different than what they originally were.


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Wouldn't updated underwater rules make more sense for Ultimate Wilderness since that is a hardcover book and in the RPG product line.

Silver Crusade

Maybe, I don't know if we're getting any aquatic content in it though .


The rules for water have needed updating for a long time.

CRB wrote:
A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects.

leading to some silly situations.


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Dragon78 wrote:
Wouldn't updated underwater rules make more sense for Ultimate Wilderness since that is a hardcover book and in the RPG product line.

They've already said that they're not touching as much on underwater rules in Ultimate Wilderness because Aquatic Adventures will be doing a lot of that, though they also said that some of them are trying to arrange to have Aquatic Adventures go up on the PRD.


OK, thanks for the info Luthorne.

Liberty's Edge

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Well the rules needed to be adjusted at some point.
No game that is as long running as dnd or even pathfinder goes without some alterations and changes over time. And to be fair, underwater originally the foreign element within the traditional game structure.

After all its a plane of multi-directional movement, with different modifiers and rules, which dramatically affects how actions take place.

Now while pathfinder character should be cautious at times, it isn't helpful for design when players will more than likely take on almost ANY encounter on dry land rather than attempt to fight anything below the surface of water without possessing extreme advantages.

Hence why i am happy for this book, so I can employ some of those potentially cool encounters and environments like raiding Undersea Caverns, exploring cities among the coral depths, and even fights with Bioluminecent Horrors where the waters are beyond sunlight's touch.

An Encounter with a Vampiric Squid Creature could be awesome and an interesting question on how to defeat within its lair among the depths.
Who knows.


Well underwater does require more prep then any other earth-like environment especially if you go deep enough to take pressure damage and deal with other deep sea problems.

Liberty's Edge

Alchemaic wrote:
Rysky wrote:

"but I seriously doubt that a campaign setting book is going to introduce rules that override or significantly change rules in a core book that have existed since before Pathfinder did."

That's exactly what the description is saying it's going to do though.

No, it really doesn't. Clarify =/= change. Expansion is adding to, not changing. If it was updating then yes, it would be changing, but it isn't.

I don't remember if it has been out and out stated but it has definitely been very heavily implied by Paizo staff in interviews and Seminars that the rules for underwater combat were getting revamped, not just clarified. Maybe the back text of the book does not do the best job of conveying that to you, but I doubt your interpretation will match the eventual reality.

So many of these misunderstandings would be less likely to occur if more people would take advantage of all the work that Know Direction and others put into getting recordings of seminars and interviews with staff.


I do remember seeing somewhere that they are revamping the underwater rules. This was before this book was announced.

Paizo Employee Managing Developer

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Both new rules and clarifications to existing rules are going to be in this book. The new rules appear as player options, like archetypes, feats, new class options, spells, magic items, gear, and the like. The clarifications are things that will build upon the rules for underwater combat found in the Core Rulebook.

If you look at those rules, they, for the most part, make the assumption that the enemy is in the water and the PCs are outside of the water. Those rules also don't specifically say how something like freedom of movement operates, and leave some weird disconnects about things like how a kraken takes penalties to attack and damage while underwater—which is pretty nonsensical. There are also some clarifications about how different spells operate underwater, further explanations of how Perception and Survival should be dealt with underwater, and does a current count as running water if you're an aquatic vampire. Things like that.


Wait...there's aquatic vampires now?!!

Paizo Employee Managing Developer

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Now?

There's no reason why they couldn't exist at any point. :)

Sleep tight!


Thomas Seitz wrote:
Wait...there's aquatic vampires now?!!

There's always been aquatic vampires. As it notes in the template:

Bestiary wrote:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Since they're usually fey, humanoids, and monstrous humanoids, there's a large number of possible aquatic vampires.

Designer

4 people marked this as a favorite.
Luthorne wrote:
Thomas Seitz wrote:
Wait...there's aquatic vampires now?!!

There's always been aquatic vampires. As it notes in the template:

Bestiary wrote:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.
Since they're usually fey, humanoids, and monstrous humanoids, there's a large number of possible aquatic vampires.

The Aquatic Adventures rules for vampires are more useful for terrestrial vampires that want to travel under the seas and are wondering whether that's trivial, scary, or suicidal.


Mark Seifter wrote:
Luthorne wrote:
Thomas Seitz wrote:
Wait...there's aquatic vampires now?!!

There's always been aquatic vampires. As it notes in the template:

Bestiary wrote:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.
Since they're usually fey, humanoids, and monstrous humanoids, there's a large number of possible aquatic vampires.
The Aquatic Adventures rules for vampires are more useful for terrestrial vampires that want to travel under the seas and are wondering whether that's trivial, scary, or suicidal.

Ah, that is interesting. How much contact is needed...can an airtight suit allow vampires to safely travel through running water...? After all, they don't need to breathe...

Well, I was already looking forward to this one...


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I am disappointed that I have never seen a mermaid vampire.

Silver Crusade

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Dragon78 wrote:
I am disappointed that I have never seen a mermaid vampire.

*takes notes*


4 people marked this as a favorite.

*copies down Rysky's notes*


An aquatic variant vampire template would be cool. They could become a swarm of sea creatures or change into water instead of mist form, change into aquatic creatures instead of bat, wolf, etc. maybe have weakness to coral, shell, or bone instead of silver or wooden stakes, etc.


1 person marked this as a favorite.

Looking forward to this book - would love to see more of this kind of thing in the future giving us air, mounted combat, environmental etc.

Silver Crusade

Has anyone gotten their pdf yet?


Pathfinder Starfinder Society Subscriber
Theodic wrote:
Has anyone gotten their pdf yet?

No. Shipping has been postponed and won't start until tomorrow. That means that there probably won't be too many spoilers before Thursday.


Well crap.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Actually, I just got my PDF this morning, so I can offer a little rundown. First off, about two thirds of the books are actual campaign setting flavor, detailing the various seas of Golarion. Starting on page 42, then, we're getting "Aquatic Rules". Here's a table of content with some notes:
.
.
.

Swimming and Aquatic Adventures

  • The Basics
  • Buoyancy
  • Thinking in Three Dimensions

Fighting Underwater

  • Physical Attacks — This section introduces a rule change, you are now allowed to ignore the total cover provided by the surface if you're attacking with a piercing weapon, but you get a –2 penalty to attack. This is explicitly called out as a change form the rule in the Core Rulebook.
  • Off-Balance and Prone Underwater
  • Freedom of Movement
  • Spells — This sections calls out acid spells, cloud and weather spells, cold spells, electricity spells, fire spells. invisibility, and sonic spells, and how they all could function slightly differently underwater.
  • Perception and Survival — These skills get some modifications for underwater use.

Underwater Hazards and Features

  • Drowning
  • Oceanic Zones — This section introduces some rules for depth pressure – surface dwellers get problems starting at 100 ft. down – temperature, and lighting.
  • Currents and Running Water
  • Whirlpools

Aquatic Archetypes and Class Options

  • Aquachymist (Alchemist Archetype)
  • Aquanaut (Fighter Archetype)
  • Aquatic (Bloodrager Archetype)
  • Deep Shaman (Shaman Archetype)
  • Drowned Channeller (Spiritualist Archetype)
  • Oceanrider (Cavalier Archetype)
  • Order of the Waves (Cavalier Order)
  • Pelagic Hunter (Hunter Archetype)
  • Tidal Trickster (Rogue Archetype)
  • Underwater (Ranger Combat Style)

Living Underwater


  • Underwater Gear
  • Aquatic Feats – Aquadynamic Focus (Combat); Child of Two Worlds (Story); Deep Breath; Dolphin Circle (Combat); Dolphin Dart (Combat); Dolphin Style (Combat, Style); Favor of the Empress of Torrents; Master Swimmer; Murky Spell (Metamagic); Pressure Adept; Shark Leap (Combat); Shark Style (Combat, Style); Shark Tear (Combat); Steam Spell (Metamagic); Touch of the Brackish Emperor
  • Aquatic Spells
  • Aquatic Treasure

So, there you are.


Is aquatic a bloodrager archetype or a bloodrager bloodline?

Thanks for sharing the information with us; looking forward to my copy shipping! Definitely curious about the new rules and new combat styles.

Are you willing to share if Steam Spell acts similarly to Steam Caster (albeit without hopefully being restricted to undines, and I imagine a little level adjustment)?


Aquatic bloodrager bloodline would make more sense then an archetype.

Aquatic treasure?


Oh wow, that's a LOT of archetypes for a Campaign Setting book. Could you elaborate a bit more (if you're willing) on the Aquachymist?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

"Aquatic" is indeed a bloodrager bloodline; I mistyped.

I also overlooked the Aquakineticist (Kineticist archetype).

Steam Spell makes spells with the fire descriptor work underwater (but not so good on land),

The aquachymist has Underwater Bombs that work underwater and do steam damage, and instead of throwing (which doesn't work so good underwater) he uses the new buoyancy rules to target creatures directly above or below him. He also has a mutagen that makes him amphibious.

The "Aquatic Treasure" is the usual collection of magic items. We have here: apparatus of the octopus, the aquadynamic armor special ability, aquamarine bag of tricks, coral hippocampus figurine of wondrous power, elixir of two worlds, the gasping pearl, murky metamagic rod, staff of waves, steam metamagic rod, tidefinder, traveler's wet suit, and the underwater weapon special ability.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The new spells are: aquatic trail; extreme buoyancy; free swim; invisibility bubble; invisibility bubble, giant; invisibility bubble, mass; lead anchor; life current; neutral buoyancy; pressure adaptation; stabilize pressure; steam ray fusillade; unlife current; wave form.


Zaister wrote:

The "Aquatic Treasure" is the usual collection of magic items. We have here: apparatus of the octopus, the aquadynamic armor special ability, aquamarine bag of tricks, coral hippocampus figurine of wondrous power, elixir of two worlds, the gasping pearl, murky metamagic rod, staff of waves, steam metamagic rod, tidefinder, traveler's wet suit, and the underwater weapon special ability.

I was wondering when one of the other good-aligned elemental god prisons would be detailed. The Moaning Diamond has a friend now.


So what about the non-crunch of the book? How is it organized? Anything of interest?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

We have 2 pages of introduction, then 4-page sections each for Golarion's oceans: the Antarkos Ocean, the Arcadian Ocean, the Emabaral Ocean, the Obari Ocean, and the Okayio Ocean, each descriing ocean conditions, ocean denizens, a prominent location in the ocean, and rumored treasures that might be found in the ocean (not actual items descriptions, though). After that, smaller 2-page entries for smaller seas: the Castrovin Sea, the Fever Sea, the Inner Sea, the Ivory Sea, the Shining Sea, the Sightless Sea, the Songil Sea, the Steaming Sea, and the Valashmai Sea.


Really curious about the Drowned Channeler if you've got the time, since that sounds really flavorful. Thanks!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zaister wrote:

"Aquatic" is indeed a bloodrager bloodline; I mistyped.

I also overlooked the Aquakineticist (Kineticist archetype).

Steam Spell makes spells with the fire descriptor work underwater (but not so good on land),

The aquachymist has Underwater Bombs that work underwater and do steam damage, and instead of throwing (which doesn't work so good underwater) he uses the new buoyancy rules to target creatures directly above or below him. He also has a mutagen that makes him amphibious.

The "Aquatic Treasure" is the usual collection of magic items. We have here: apparatus of the octopus, the aquadynamic armor special ability, aquamarine bag of tricks, coral hippocampus figurine of wondrous power, elixir of two worlds, the gasping pearl, murky metamagic rod, staff of waves, steam metamagic rod, tidefinder, traveler's wet suit, and the underwater weapon special ability.

Ooh! What's the aquakineticist like? More importantly, does it look like it will join the kinetic knight as a viable archetype? Or is it more like, say, the Blightburner wrt what you get and what you give up?


If you can could you provide more info on the Aquanaut, Drowned Channeller, Pelagic Hunter, and Aquakineticist please. Also Dolphin and Shark styles.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Sorry, I didn't get to it earlier, I was off working...

OK, so the Drowned Channeler has a Drowned Phantom (swim speed, water subtype, fights better underwater) and gains access some additional water-related spells (including many of the new ones). He also gains hydraulic push, slipstream, ride the waves, and fluid form as SLAs later on as his level increases.

The Aquakineticist must choose water as primary and expanded element, and gets extended basic hydrokinesis. As she levels up, she gains waterdancer and watersense as bonus wild talents. She also can breathe underwater and gains cold adaptation as a bonus (slightly improved, and improvable even more by taking burn, eventually turning into immunity). Her cold resistance/immunity also applies to pressure damage. Finally, underwater, she can form her cold blast into a physical blast of ice, dealing cold and piercing damage.


Ooh, thanks! I appreciate the info.


Thanks for the info Zaister;)


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

You're welcome!


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Zaister wrote:

Sorry, I didn't get to it earlier, I was off working...

OK, so the Drowned Channeler has a Drowned Phantom (swim speed, water subtype, fights better underwater) and gains access some additional water-related spells (including many of the new ones). He also gains hydraulic push, slipstream, ride the waves, and fluid form as SLAs later on as his level increases.

The Aquakineticist must choose water as primary and expanded element, and gets extended basic hydrokinesis. As she levels up, she gains waterdancer and watersense as bonus wild talents. She also can breathe underwater and gains cold adaptation as a bonus (slightly improved, and improvable even more by taking burn, eventually turning into immunity). Her cold resistance/immunity also applies to pressure damage. Finally, underwater, she can form her cold blast into a physical blast of ice, dealing cold and piercing damage.

Very cool! And the only thing they give up is the option to expand into different elements?... A big cost, since you usually want to expand with water. But maybe worth it (especially for a campaign with a fair amount of water adventuring)...

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