Question about underwater adventuring in Jade Regent


Jade Regent

Silver Crusade

I am considering playing an Elan Fighter Ninja and going down the feat path in Lords of Madness (the aberration blood feats).

One of the feats is called WATERSPAWN which does this..

Benefit: You gain a Swim speed equal to your land speed.
This also grants you a +8 racial bonus on Swim checks, the
ability to take 10 on any Swim check, and the ability to use
the run action while swimming.
You gain resistance to cold 5. You can breathe air and water
with equal ease.

What I need to know is if swimming comes into play during the adventure at all or would this be a wasted feat? I do not care about water breathing if there will be no adventuring in the water.

(and yes, I am taking the aberration feats to give the character some flavor and to get a few extra power points from...)

WARPED MIND:
Benefit: You gain a racial bonus on Will saves against mind affecting
spells and abilities equal to one-half the number of aberrant feats you possess.
You gain 1 psionic power point for each aberrant feat you
possess.


There is very little swimming. The resistance to cold would be more useful.

Silver Crusade

Matthew Downie wrote:
There is very little swimming. The resistance to cold would be more useful.

Thank you for the reply. That is helpful. The good thing is I get the resist cold 5 for this aberration feat...

Starspawn:

Benefit: You gain a fly speed (with average maneuverability)
equal to one-half your base land speed (round down to the
nearest 5-foot increment). You can use your flight for a number
of consecutive rounds equal to 1 + your Constitution modifier
(minimum 1 round); between these uses you cannot fly for 1
round.
You gain resistance to cold 5. You are immune to altitude
fatigue and altitude sickness.


There are a few moments in book 2 and 3 where having a swim speed and cold resistance at the same time could be surprisingly useful, at the risk of being suddenly solo adventuring.

The Starspawn would be useful just as often in several other situations.


You could skip the whole of book 3 if you're willing to swim across an ocean.

Silver Crusade

Cool, so book two and three swim speed could be good. I do appreciate the replies.

Thank you Mr. Downie. I will tow the rest of the group on a raft as I turn on my afterburners.


Cranky Dog wrote:

There are a few moments in book 2 and 3 where having a swim speed and cold resistance at the same time could be surprisingly useful, at the risk of being suddenly solo adventuring.

The Starspawn would be useful just as often in several other situations.

Also Book 4

Spoiler:
has some times where you could get an advantage out of having a swim speed, and even Book 1 a swim speed could be helpful once or twice.

It really falls away starting at Book 5,

Spoiler:
but I'm not sure almost any AP has terribly much swimming at the end (except for maybe my group's mildly short-circuited Shattered Star that did the swimming post-game stuff before Part 6). Also, I suppose there is Curse of the Crimson Throne Part 4 where having a Swim speed could be a disadvantage...


Rogue Eidolon wrote:
Also Book 4 has some times where you could get an advantage out of having a swim speed, and even Book 1 a swim speed could be helpful once or twice.

Heck, every book has moments where being aquatic could be an asset, even if just for a little while.

Even if you happen to squeeze in the Ruby Phoenix Tournament adventure, there are moments.

Silver Crusade

There is no doubt that if I had that feat I would try to utilize it as much as possible. I will be playing a ninja, so light armor isn't really going to hurt me that much when I swim if I have that feat.

Breathing water doesn't concern me even though it would be cool.

If you really think about it, using the run feat while swimming will mean I could go 90ft swimming as a full round action. Makes me wish I was playing in some atlantis type adventure...

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