
Kajehase |

Gorbacz wrote:WHAT THERE ARE RULES FOR CASTING LIGHTNING BOLT UNDERWATER I MEAN THIS IS IT I'M BURNING DOWN MY PDFSI did tell you there would be such rules back a while. And it's mostly just "it's still a bolt, it doesn't spread out everywhere, it's magic"
Okay, how about if you open a portable hole or bag of holding underwater? Any rules for turning a longship into a submarine?

![]() |
3 people marked this as a favorite. |

KingOfAnything wrote:That dolphin superposition, though.wat is
Dolphin Circle feat. For a full round, you are considered to be in every space along a circular, single move-length path for the purpose of threatening squares and providing flanking for other allies. At the beginning of your next turn, you choose where along the path to end up.

Secret Wizard |
2 people marked this as a favorite. |

Secret Wizard wrote:Dolphin Circle feat. For a full round, you are considered to be in every space along a circular, single move-length path for the purpose of threatening squares and providing flanking for other allies. At the beginning of your next turn, you choose where along the path to end up.KingOfAnything wrote:That dolphin superposition, though.wat is
Heisenberg Style? Collapse the wave function?
Dolphin and Shark Styles: Based on actual dolphin and shark hunting styles. And it turns out actual dolphins are jerks to their prey.
I think they are the only recorded animal other than the human to kill for fun.

Porridge |

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)...
...on second thought, I'm confident that isn't right. What else (besides flexibility) does the Aquakineticist trade in for its goodies?

QuidEst |

Porridge wrote: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)......on second thought, I'm confident that isn't right. What else (besides flexibility) does the Aquakineticist trade in for its goodies?
It's a decently balanced trade. You lose some basic hydrokinesis utility in exchange for better underwater mobility, alter your defense to grant cold resistance instead, and have to take some specific wild talents at two levels. That said, breathing underwater at second level is really nice for a hydrokineticist. You're just making a stronger commitment to working with bodies of water.

Mark Seifter Designer |

Porridge wrote:It's a decently balanced trade. You lose some basic hydrokinesis utility in exchange for better underwater mobility, alter your defense to grant cold resistance instead, and have to take some specific wild talents at two levels. That said, breathing underwater at second level is really nice for a hydrokineticist. You're just making a stronger commitment to working with bodies of water.Porridge wrote: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)......on second thought, I'm confident that isn't right. What else (besides flexibility) does the Aquakineticist trade in for its goodies?
The specific wild talents you get, if I recall, are also early access compared to every other hydrokineticist, so you also gain that in exchange for the flexibility of the utility slot. Chances are if you wanted those two talents in your build and quick underwater breathing (and you probably did if you're going underwater with regularity, even if it's not super often), you're going to want this archetype. If you're not going to see a body of water any time soon, you don't want the archetype.

Alchemaic |

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.
So is "Steam" a new damage type, or is it just "fire but underwater"?

QuidEst |

Zaister wrote:So is "Steam" a new damage type, or is it just "fire but underwater"?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.
Latter, basically. You make concentration checks to use it out of water, rather than vice versa.

Cuàn |

Mark Seifter wrote:Dolphin and Shark Styles: Based on actual dolphin and shark hunting styles. And it turns out actual dolphins are jerks to their prey.I think they are the only recorded animal other than the human to kill for fun.
Cats also kill for fun, though I suspect their enjoyment actually comes from the torture they inflict before the kill.
Shouldn't discount corvids either. We're still not quite sure about what they can and can't do. They enjoy pestering other species and I'm not sure how far they take it.
On topic: How does the Oceanrider Cavalier archetype compare to the Waverider from Inner Sea Combat? How much is there to it than just getting an aquatic mount?
How is the Deep Shaman and how does it compare to a normal Shaman with the Waves spirit?
What is the Pelagic Hunter like?

Gwaihir Scout |
3 people marked this as a favorite. |

I am disappointed that I have never seen a mermaid vampire.
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.
Wait. Old-school Anderson mermaids turned into sea foam when they died, because they didn't have souls.
Clearly the only logical conclusion is that MERMAIDS HAVE BEEN VAMPIRES THE WHOLE TIME!!!!!

Mark Seifter Super Fan |

Oh Mark dear, is a sorcerer barred from taking the Child of Two Worlds story feat due to their bloodline class ability?
It says "you can’t have other feats, traits, or abilities that specify your bloodline such as Racial Heritage." A sorcerer bloodline doesn't fall under "abilities" does it? I really, really, really want to take it with my land-bound mermaid aquatic seaborn sorcerer, Meredith; to really reinforce her purpose for adventuring on land. To think that her human father adventured into the depths, facing untold peril, so that he could be with his true love, her mermaid mother! And now she travels the land hoping for a similar fate. *swoons* Oh how romantic Marky!
Who do I have to thank for this blessed feat? It was you, wasn't it? It will always be you, Mark...in my heart.
But why does this feat bar other bloodline options when no other bloodline options do so? Isn't it conceivable that a person could have an aquatic heritage, but but also come from a powerful arcane family (arcane bloodline) or been subject to bizarre magical experiments (resulting in the abberrant bloodline)?
It's all Amber's fault isn't it? She put you up to it, didn't she? Never did like her! The way she looks at you. Always up to no good that one! Hmph!
The other players scoffed at my character concept before, but now, if I can take this feat, I will finally be able to show them a character background that makes sense to them! "It's good enough for Mark, why isn't it good enough for you?" is what I will say to them! You will say yes, I can take it, won't you, Mark? For me?

Mark Seifter Designer |
4 people marked this as a favorite. |

Uhh...all the rules in the book I designed and then Adam developed them to tip top shape; Amber wrote all the awesome and fun parts that came before that chapter.
Essentially that rule in the feat is meant that you can't have the feat if you have a trait that says "one of your parents is a dragon" or "your orc mother and human father were part of a happy relationship" or Racial Heritage because your mother was a nagaji or something like that since this feat spells out what your parents were. You have my blessing to take it with a mermaid or human with the aquatic sorcerer bloodline as long as Adam thinks that's OK; now that I think of it, I really should have probably said "parentage" "lineage" or the like rather than bloodline since bloodline is a rules keyword for sorcerers (also maybe could have said you can't take it with a conflicting bloodline/heritage/lineage, since aquatic doesn't really conflict).

![]() |
1 person marked this as a favorite. |

Is there anything interesting about Aquatic Elves in this book?
Nothing in-depth rules-wise, but there are certainly mentions of them in various parts of the gazetteer chapters in the book. For player-facing things, you might be interested in Blood of the Sea.

Gisher |

Gisher wrote:Is there anything interesting about Aquatic Elves in this book?Nothing in-depth rules-wise, but there are certainly mentions of them in various parts of the gazetteer chapters in the book. For player-facing things, you might be interested in Blood of the Sea.
Thanks for the reminder. I think that book and this one got conflated in my mind. :)

MadScientistWorking |
2 people marked this as a favorite. |

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)
What happened to the Pearl Seeker? There supposed to be an archetype called Pearl Seeker in this book for Paladins. I even have the page number and everything. :(

Zaister |
1 person marked this as a favorite. |
What happened to the Pearl Seeker? There supposed to be an archetype called Pearl Seeker in this book for Paladins. I even have the page number and everything. :(
It's in there, I just overlooked it when making the list.

![]() |
2 people marked this as a favorite. |
some slight magic item errors
p. 62 THE GASPING PEARL -- artifact has no "destruction" heading but a "CONSTRUCTION REQUIREMENTS"
p. 63 MURKY METAMAGIC ROD and STEAM METAMAGIC ROD-- should have "Craft Rod" not "Craft Magic Arms and Armor"
p. 63 STEAM METAMAGIC ROD -- price has "murky metamagic rod" in instead of "steam metamagic rod"
p. 63 TRAVELER’S WET SUIT -- price has plus sign and no "GP" in text

Luthorne |
2 people marked this as a favorite. |
My copy came in today, huzzah! In celebration, rules elements!
-Swimming and Aquatic Adventures
--The Basics
---Swim Speed
--Buoyancy
---Aquatic and Water Creatures
---Buoyancy Speed
---Moving Against Buoyancy
---Drag
--Thinking in Three Dimensions
---Flanking
---Flexible Movement
-Fighting Underwater
--Physical Attacks
---Ranged Attacks
---Combat Maneuvers
---Cover from the Surface
--Off-Balance and Prone Underwater
---Tripping Underwater
--Freedom of Movement
--Spells
---Acid Spells
---Cloud and Weather Spells
---Cold Spells
---Electricity Spells
---Fire Spells
---Invisibility
---Sonic Spells
--Perception and Survival
---Perception
---Survival
-Underwater Hazards and Features
--Drowning
--Oceanic Zones
---Pressure
---Temperature
---Sunlight Zone
---Twilight Zone
---Midnight Zone
---Abyssal Zone
---Abaddonian Zone
--Currents and Running Water
--Whirlpools
Archetypes
Aquachymist (Alchemist)
Aquakineticist (Kineticist)
Aquanaut (Fighter)
Deep Shaman (Shaman)
Drowned Channeler (Spiritualist)
Oceanrider (Cavalier)
Pearl Seeker (Paladin)
Pelagic Hunter (Hunter)
Tidal Trickster (Rogue)
Armor Special Abilities
Aquadynamic (+3,750 gp)
Aquadynamic, Greater (+33,750 gp)
Aquadynamic, Improved (+15,000 gp)
Artifact
The Gasping Pearl (Major)
Bloodrager Bloodline
Aquatic
Cavalier Order
Order of the Waves
Equipment
Air Tank (5 sp/gallon)
Air Tank, Pressurized (25 gp)
Bottom-Walker's Anchor (5 gp)
Hippocampus, Common (500 gp)
Hippocampus, Combat-Trained (750 gp)
Jellyfish, Luminous (2 gp)
Masterwork Flippers (50 gp)
Poison Sealant (20 gp)
Pressure Pill (75 gp)
Scent Salts (1 sp)
Sureseal Bladder, Mundane (1 sp)
Sureseal Bladder, Potion (8 gp)
Underwater Goggles (5 gp)
Wet Suit (8 gp)
Feats
Aquadynamic Focus (Combat)
Aquadynamic Shot (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
Ranger Combat Style
Underwater
Rods
Murky Metamagic Rod (5,500 gp)
Murky Metamagic Rod, Greater (12,250 gp)
Murky Metamagic Rod, Lesser (1,500 gp)
Steam Metamagic Rod (5,500 gp)
Steam Metamagic Rod, Greater (12,250 gp)
Steam Metamagic Rod, Lesser (1,500 gp)
Spells
Aquatic Trail (druid 3, inquisitor 3, ranger 2, shaman 3)
Extreme Buoyancy (alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2)
Free Swim (alchemist 3, bard 3, cleric 3, druid 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, ranger 3, spiritualist 3)
Invisibility Bubble (alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner (unchained) 2)
Invisibility Bubble, Giant (bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, summoner (unchained) 3)
Invisibility Bubble, Mass (mesmerist 6, psychic 7, sorcerer/wizard 7, summoner (unchained) 6)
Lead Anchor (alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2, witch 2)
Life Current (cleric 3, druid 3, paladin 3, ranger 3, shaman 3)
Neutral Buoyancy (alchemist 2, bard 2, druid 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2)
Pressure Adaptation (alchemist 3, bloodrager 3, cleric 3, druid 3, paladin 3, psychic 3, ranger 3, shaman 3, summoner (unchained) 3)
Stabilize Pressure (alchemist 2, bloodrager 2, cleric 2, druid 2, paladin 2, psychic 2, ranger 2, shaman 2, summoner (unchained) 2)
Steam Ray Fusillade (sorcerer/wizard 7)
Unlife Current (antipaladin 3, cleric 3, druid 3, ranger 3, shaman 3)
Wave Form (bloodrager 4, cleric 4, druid 4, shaman 4, sorcerer/wizard 4)
Staff
Staff of Waves (90,300 gp)
Weapon Special Ability
Underwater (+1 bonus)
Wondrous Items
Apparatus of the Octopus (slotless, 20,000 gp)
Bag of Tricks, Aquamarine (slotless, 4,500 gp)
Elixir of Two Worlds (5,000 gp)
Figurine of Wondrous Power, Coral Hippocampus (slotless, 6,000 gp)
Tidefinder (slotless, 2,000 gp)
Traveler's Wet Suit (2,750 gp)