
Terevalis Unctio of House Mysti |

Skeld, PDF Prophet wrote:Are song-bound Oracles required to sing "With Cat-like Tread" whenever they attempt a stealth check?KingOfAnything wrote:Oh, what's that oracle curse?Rysky wrote:KingOfAnything wrote:Oh, what's that oracle curse?Is it stolen voice?** spoiler omitted **
-Skeld
Only if they know a most ingenious paradox.

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I would love to play a merfolk in PFS. I have such an affinity for water races that undines are currently my most common PFS race as I have two: Nixie and Bubbles the Hellknight.) So what if their tail flops around? They're aquatic and they SING.
Well, GenCon's coming up. Maybe some of these will show up as a GM boon!
Hmm

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I would love to play a merfolk in PFS. I have such an affinity for water races that undines are currently my most common PFS race as I have two: Nixie and Bubbles the Hellknight.) So what if their tail flops around? They're aquatic and they SING.
Well, GenCon's coming up. Maybe some of these will show up as a GM boon!
Hmm
Don't forget the Naiad!

Shinigami02 |

Shinigami02 wrote:It's a shame Cecaelias are such a high RP value, my group barely lets people play Aasimar for their RP value so there's no way I'll get away with 23 much of ever.Would your group accept a weaker version? Given the RP values are given here, you could cut three abilities or so, to get down to something like 15 RP.
There is one GM in my group who has already said he might allow it depending on the campaign (ones where under-water comes up little if at all, where stuff like Jet, Tentacle Sense, and Ink Cloud will pretty much be useless).
Or I might just take the homebrew to it and make a weaker version like I did once with Centaur, now that I know it actually exists even and have something to work off of. A few GMs in my group will allow that depending on the game.

Wei Ji the Learner |

The way I was seeing the RP costs, I had this mental imagery (at least for PFS play) of being able to 'purchase' some of the RP-costing special abilities with prestige and coin.
That'd be a great balancer and maker of fairness, and could possibly open up even more races in the future via boons or the like.

Luthorne |
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So, how does this book work with Aquatic Adventures? They both seem to cover similar ground ... almost feels like they could have / should have been one single book?
I would say that Blood of the Seas is more focused on the natives of an aquatic setting, providing 0-HD race versions of several creatures as well as expanding a bit on some already existing ones (such as gillmen and merfolk), though there is some degree of overlap. It does have sections suggesting to players what they might want to bring to an underwater setting, but a similar amount of space is dedicated to players playing races native to an underwater setting traveling to land. Conversely, Aquatic Adventures is very much for surfacers traveling into the depths of the oceans and providing rules for how things operate under there. That's not to say that Blood of the Sea doesn't offer a few general options, but overall I think Aquatic Adventures should be your first choice if you're planning to venture beneath the waves, while Blood of the Sea will be more useful to you if you want to, say, attempt to play a merfolk in a land-based campaign, or a gillman, or what have you, or if you want to have an entirely underwater campaign (though in that case I would definitely suggest having both).
That's my thoughts on it, at least...hopefully they're helpful!

Ron Lundeen Contributor |
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Marc Radle wrote:So, how does this book work with Aquatic Adventures? They both seem to cover similar ground ... almost feels like they could have / should have been one single book?I would say that Blood of the Seas is more focused on the natives of an aquatic setting, providing 0-HD race versions of several creatures as well as expanding a bit on some already existing ones (such as gillmen and merfolk), though there is some degree of overlap. It does have sections suggesting to players what they might want to bring to an underwater setting, but a similar amount of space is dedicated to players playing races native to an underwater setting traveling to land. Conversely, Aquatic Adventures is very much for surfacers traveling into the depths of the oceans and providing rules for how things operate under there. That's not to say that Blood of the Sea doesn't offer a few general options, but overall I think Aquatic Adventures should be your first choice if you're planning to venture beneath the waves, while Blood of the Sea will be more useful to you if you want to, say, attempt to play a merfolk in a land-based campaign, or a gillman, or what have you, or if you want to have an entirely underwater campaign (though in that case I would definitely suggest having both).
That's my thoughts on it, at least...hopefully they're helpful!
This is a very good summary, and right where my mind was when developing Blood of the Sea (and I had an early copy of Aquatic Adventures on hand to ensure there was no inadvertent overlap or duplication).