[Build] Aquaman


Advice


Hello, I search to make a similar character about Aquaman.

Race : Human
25 points

Eldritch heritage (aquatic/seaborn)

Class : Aquanaut fighter

Could you give me your advices and suggestions ?

Thanks for your future answer.


Is this character supposed to be fighting underwater? Because you don't have a way to breathe water yet.

I'd spend my first two feats on Planar Heritage (Undine) and Aquatic Ancestry, as that would give you the Amphibious special quality and the Aquatic subtype.
This would result in a Swim Speed of 40, the ability to move without requiring Swim checks, and underwater breathing.

I'd also refrain from the Aquanaut archetype since it replaces your Weapon Training, which you'll want for AWT options.


If you're going to use a trident consider the spear fighter archetype - a trident is in the spears group.


Is this character supposed to be fighting underwater? Because you don't have a way to breathe water yet.

Yes.

For the aquatic subtype and the swim speed, do it comes from the planar heritage ?

AWT ?

the spear fighter archetpye is not compatible with the aquanaut archeype.


Waldham wrote:

AWT ?

Advanced Weapon Training.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

AWT is Advanced weapon training. Its really good and you don't want to lose access to it.

People are recommending NOT to use the aquanaut archetype.


Waldham wrote:
For the aquatic subtype and the swim speed, do it comes from the planar heritage ?

It comes from the Aquatic Ancestry feat, which is a racial feat for Undines.

Planar Heritage allows you treat yourself as an Undine so that you can take this feat.


Quote:
At 15th level, as a full round action, an aquanaut can spin ferociously underwater, creating a whirlpool around himself with a spinning force that drags all creatures within 120 feet of him 30 feet closer to him. Creatures closer than 30 feet spend the 30 feet of movement circling around the aquanaut in a single direction of his choice. The whirlpool isn’t fast enough to deal damage, but the aquanaut is unaffected by his own whirlpool, allowing him to make attacks of opportunity against creatures moving in it.

Aquaman has a similar abilty, so I interested by the class ability from the aquanaut.


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Why not save some trouble by actually making the character an Undine with the "Mostly Human" alternate racial trait? That trait would cover his background as a half-human/half-Atlantean pretty well.

Then you can take the "Amphibious" alternate racial trait to become fully amphibious and have a feat of your choice left over at 1st level.


Pressure adept (swim 5 ranks)

Deep dive (Endurance) ?

Quote:

Stalwart

Source Ultimate Combat pg. 1
You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisites: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

Quote:

Implacable (Combat)

Source Inner Sea Taverns pg. 59
You aren’t easily fazed, especially when you’ve been drinking.

Benefit: You gain a +2 bonus on saving throws against pain effects. When you are drunk or soused, you gain DR 5/piercing or slashing.


Superhuman Strength
Arthur can lift well over 100 tons.
His strength enables him to demolish through anything from thick wood to heavy metal and would take reinforced barriers to have a chance of slowing him down.

Superhuman Durability / Stamina / Healing
Aquaman's enhanced physiology enables him to withstand heavy impacts that would kill any normal human and gives him the ability to function normally on the ocean floor. He possesses superhuman durability high enough to be unaffected by the immense pressure and the cold temperature of the ocean depths (to a greater degree than any other Atlantean), this also makes him tough enough to be almost invulnerable to extreme heat and gun fire.
Arthur's capable of taking direct hits from automatic weapons at point blank range, head on collisions with trucks, resist powerful energy based attacks that would harm or kill most superhumans (such as Amazo's heat vision or the continent size Starro's blasts), or even Neutron's nuclear blasts, a fall to Earth outside of Earth's atmosphere and being fully submerged in lava.

He has been shown to be able to swim across the globe non stop for extended periods of time, fight in a dimension with multiple suns for hours and be unaffected by The Trenches paralytic venom that would incapacitate a normal human.

Aquaman also heals much faster than humans and normal Atlanteans.

Superhuman Speed / Reflexes / Agility
Aquaman's said to be the fastest being underwater and capable of swimming at a constant speed of 175 mph for several hours. He's able to swim at very high speeds, having the ability to reaching speeds of 10,000 feet per second (20,000 under stress, Mach 17,7) and is known to have swam through Niagara Falls upstream.

He can also create huge whirpools by moving at super speed or even entire tidal waves by swimming at super speed, or more impressivelly replicate the speed tricks of Flash (such as spinning his hands so fast they create minature whirpools, similar to the ones Flash uses to propel himself through air) or spin so fast he creates a vacumn in water.

On land, Aquaman has displayed his superhuman speed, agility and reflexes against meta-humans like Deathstroke, the Talons, Power Ring, and even Wonder Woman (who he was able to tackle during a fight using his speed) and Superman (who he was able to send flying after charging at him and landing a blow before Wonder Woman who was between them could react), in addition to performing feats such as dodging point blank gunfire, lightning (multiple times against Weather Wizard, after the lightning was fired), keeping up with the Flash in water (multiple times) and being able to surprise him or even cutting the weapons of 2 trained soldiers in half, before they even realized it. and possesses superhuman reflexes 15 times greater than a normal being.

_Superhuman Jump
He's also capable of jumping vast distances on land and from out of the water reaching heights of multiple stories tall (nearly appears to be flying similar to the Hulk). His leaps are so fast that allow him to cover the distance between Boston harbor/port and Boston centre/bank district near instantly and land precisely infront of a speeding vehicle (that would make his leaps at least High Hypersonic, Mach 10). In Aquaman #17, it was shown that his leaping power was so powerful that he nearly flipped over a whaling ship merely by jumping onto it. Blue whales are on average heavier than 100 tons and whaling ships carry them after killing, so it's fair to assume they already had a few whales on board.

Enhanced Senses / Sonar
Arthur also has the ability to see, hear and smell at much greater than human capacities. His ability to see through murky waters gives him remarkable vision at night while above water, and is capable of seeing far deep as 36,000 ft below the ocean floor with a clear sight. He also possesses super human hearing, able to hear the heartbeat of a living being through the bulk of a submarine.

Furthermore he has also displayed an innate sonar sense in some occasions, and the ability to feel water in near proximity.

Marine Telepathy
Aquaman has many powers, but his telepathic ability to communicate with marine life is known most widely.

Underwater Adaptation
He is able to normally function and move underwater, unfazed by the pressure, temperatures or lack of light.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

However you build him, you would definitely have to work up to the powers listed above slowly.

No way a 1st level character would be able to do more than a fraction of the things listed above. I am not sure that I could build a 20th level character with all of these abilities.


A lot of that translates as 'is a high level character'; toughness & chopping up mooks fast especially. High strength with a belt of giant strength should be good enough for much of the rest.

Another way to do the whirlpool would be for him to have a trident of the storm captain.

Talking to fish could be the speak with animals spell most easily. As a undine a friendly GM might allow the hydraulic push SLA to be replaced with this, or it's a one-level dip in any of several kinds of spellcaster, or some magic item. Lots of options.

He apparently needs some form of blindsense or blindsight. Undines can get the water sense alternate racial trait for this, and their darkvision probably helps too.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

You would already be replacing the Hydraulic Push SLA to become fully amphibious if you want to save using up a feat for that purpose.

But yes, a generous supply of magic items would definitely help here.


Marine Telepathy
From Improved Eldritch Heritage (Aquatic/Seaborn)

Quote:
Aquatic Telepathy (Su): At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally.

Underwater Adaptation

It's not possible to obtain the deep ones bloodline power (20th). (Immune to pressure)

Feat : Pressure adept

Enhanced Senses / Sonar
From Improved Eldritch Heritage (Aquatic/Seaborn)

Quote:
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

blindsight 120 feet from deep ones not available.

Superhuman Durability
From Improved Eldritch Heritage (Aquatic/Seaborn)

Quote:
+1 natural armor bonus and resist cold 5
Quote:

Stalwart

Source Ultimate Combat pg. 1
You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisites: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

Does it stack withe the DR from aquanaut fighter ?

Quote:

Improved Stalwart

Source Ultimate Combat pg. 1
You can roll with the punches while simultaneously striking back at your attackers.

Prerequisites: Diehard, Endurance, Stalwart, base attack bonus +11.

Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/—.

Superhuman Speed

Whirlpool from Aquanaut fighter or Trident of the Storm Captain.

Silver Crusade

David knott 242 wrote:

However you build him, you would definitely have to work up to the powers listed above slowly.

No way a 1st level character would be able to do more than a fraction of the things listed above. I am not sure that I could build a 20th level character with all of these abilities.

I'm pretty sure that you'd be best served by going with a druid as a base. Taking an archetype that allows you to change into humanoid forms.

Or maybe metamorph alchemist, shifting into some humanoid monster type.

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