
Revolving Door Alternate |

Home campaign. It is not quite really an aquatic campaign. However, a noticeable portion of 'things' will take place on/under water. So most of the group is Undine or Gillman. We have a wizard Elf who will rely on spells and items to function well enough underwater. We have a rogue, slayer, and gunslinger agility combatants for consistent moderate damage. We have a wizard and sorcerer for arcane might.
What we don't have is high strength, high durability, or divine caster. Sometimes you just kinda want a chunk-of-meat PC for breaking down doors, standing toe-to-toe, and dealing big damage numbers.
A divine caster isn't mandatory, but would be a nice addition to the group. Self-healing would be good for the high durability aspect. The classic is paladin for that. However, a paladin really won't mesh with the group dynamic we have. War priest or rage prophet would work. Or just skip the casting and just go barbarian and/or fighter.
I think I'm really wanting a fairly high strength character this time. But I can't think of any aquatic/amphibious races with a bonus to strength. I could just go with one that doesn't have a penalty to strength. What seems like a high strength and/or high durability amphibious race?
I suppose I could just go with a high strength druid and wild shape for watery times.
Any ideas or suggestions?

Wonderstell |

Planar Heritage (Undine) -> Aquatic Ancestry
Swim speed and the ability to breathe underwater. Human, Half-Orc, Half-Elf, and any of the planar races with the Mostly Human alternate racial trait are on the table then (assuming you start over lv 2). Check out the Variant races for Str bonus, like Sunsoul Ifrit.
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One level of Internal Alchemist would solve the breathing problem, and if you're going for a mounted build you don't have to worry about your movement.
You don't even need to take the Aquatic Combatant feat if being mounted counts as "firm footing", which I'd argue it does.

Meirril |
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It is an aquatic campaign, but nobody is making a druid? Giant Octopus is one of the best animal forms which is normally difficult to find the situation to use.
As for a race, I'd say Merfolk. Arrange your stats to favor a melee focus. A 14 wis is enough to let you use items to keep your casting progression going. I'd recommend a 16 str/dex/con (after adding racial bonus to dex/con). Instead of bumping wis, bump str as you level.
Once you have enough Wild Shape ability consider if you want to multiclass. Honestly Wild Shape continues to improve till 12th level and once you're a 12th level druid, adding 1 more level of druid does more for you than a casual dip.
If you are seriously considering a dip, figure out what level is the minimum level of druid you want to reach and then dip as soon as possible. An aquatic campaign is unusual. There are huge animals you can become that will be very effective, and you don't have to balance attack vs mobility like you would on land. At the earliest I'd say go druid 6 so you can wild shape twice a day and get large sized animals. Honestly I'd prefer 8th level for huge size.
For suggested dips, I think Fighter and Barbarian are decent. Fighter to shore up feats, Barbarian for offensive bonus. Monk is also possible, adding wis to AC would be nice. Hunter is also tempting if you want to continue advancing your animal companion and if you sink 3 levels into hunter you share teamwork feats with your animal companion.
But really, just being a straight druid is fine. Probably more powerful than taking dips into other classes.

Scott Wilhelm |
It is an aquatic campaign, but nobody is making a druid? Giant Octopus is one of the best animal forms which is normally difficult to find the situation to use.
Yes! Thank you!
As for a race, I'd say Merfolk.
I'm worried that the campaign isn't that Aquatic. I'd go Half Elf. I'd take the Arcane Training Alternate Racial Trait, then take Arcanist for that, so you can use all Wizard and Sorcerer Wands. Then get yourself a Wand of Swift Girding. Why? So you can be an Armored Giant Octopus, of course!
Once you have enough Wild Shape ability consider if you want to multiclass.
I would.
If you are seriously considering a dip, figure out what level is the minimum level of druid you want to reach and then dip as soon as possible.
4. Take Shaping Focus. Up to 4 nondruid levels count as Druid Levels when it comes to Wildshape. A level 6 Druid can Wildshape into Large Animals (Giant Octopus), and level 8 Druid can Wildshape into Huge Animals. That is as big an Animal as a Druid can turn into.
For suggested dips, I think Fighter and Barbarian are decent. Fighter to shore up feats, Barbarian for offensive bonus. Monk is also possible, adding wis to AC would be nice. Hunter is also tempting if you want to continue advancing your animal companion and if you sink 3 levels into hunter you share teamwork feats with your animal companion.
1Barbarian: Dreadnaught, Arcane Training, Feat
Only +2 Strength, and you can't charge while Raging, but you will still be able to cast spells while Raging.
2B1Druid1
3B1D2: Feat
4B1D3
5B1D4: Wild Shape, Natural Spell
6B1D4Warpriest1: Weapon Focus Claws
Worship a deity that has Bite for a Favored Weapon, and you get Sacred Weapon For your Bite Attack.
7B2D4W1: Lesser Beast Totem (2 Claw Attacks), Shaping Focus
8B2D4W1Witch1: White Hair
Then take the rest of your levels in Warpriest.
Get a Helm of the Mammoth Lord or and Animal Mask, and you can get a Gore Attack.
You'll be a good healer.
A Giant Octopus gives you a Bite and 8 Tentacles all with Grab and Constrict.
The 2 levels in Barbarian will give you a global +1 Attack and Damage and an extra 2 Attacks: the Claws.
White Hair is another Attack.
Warpriest Sacred Weapon Damage is 1d6 to start, and goes up with levels, 1d8 at level 5. And that is for a Size Medium Warpriest. Wildshape will let you grow to size Huge, so 1d8->2d6->3d6. The Strong Jaw Spell--you can take a couple more levels in Druid or just use a Wand--it's a level 3 Spell--gives you 2 more virtual sizes 3d6->4d6->6d6!
Grab makes it so every Tentacle Attack triggers a Grapple. Constrict makes it so every Grapple does Damage like your Tentacle. Armor Spikes do an extra 1d6 for every successful Grapple Check, but that's for a Size Medium grappler that isn't doing Sacred Weapon Damage. The 'Hair gets a Grapple Check kind of like Grab. Take Hamatula Strike, and your Bite and Gore trigger Grapples. Take Versatile Weapon, and so will your Claws.
Tentacles are Secondary Natural Attacks, so taking Multiattack is crucial.
So like 8 Tentacles, Bite, Hair, Gore, and 2 Claws, all of them will trigger grapple checks that all do extra damage, so that's 26 attacks/round, and they all do good Damage!

Revolving Door Alternate |

I hadn't been in love with a melee druid because, in my experience, They tend to not be all that durable. Having to get a decent wisdom cuts down on what you can put into the physical stats. Then Wildshape loses your armor. But I had never considered the possibility of the Swift Girding spell to become an armored animal. That will bare consideration.
I think I might have difficulty convincing my GM that octopii can wear armor. However, I probably wouldn't use octopus as my go-to form. I find the 'dozens-of-attacks' builds kind of annoying. They take so long to process your turn. Especially with all the grapples and constricts.
A big ol armored shark though would be kinda kool.
Hmm...
I will also look into the Phantom Blade and the Kineticist. I am not all that familiar with either.
I will have to ask the GM if the Planar Heritage thing is allowable.

Revolving Door Alternate |

The spell eater, aquatic bloodrager is looking like a strong contender.
Did some digging. Neither sharks, snakes, nor octopii can wear armor. The snapping turtle, crocodile, and elasmosaurus can wear armor. So croc until I can get huge sized.
The aquatic druid has a -2 level on wildshape penalty. Not ideal for a melee druid. However, the kraken caller has some neat things, no level penalty, but can only take aquatic or amphibious forms. So that would still work for this. But none of the animal shapes that can wear armor are aquatic or amphibious.
Could carry a bag of holding with my aquatic armor. Wild shape and have the party wizard use a wand of swift girding on me to put the armor on if needed quickly.
Might play with some builds.

Scott Wilhelm |
The spell eater, aquatic bloodrager is looking like a strong contender.
Did some digging. Neither sharks, snakes, nor octopii can wear armor. The snapping turtle, crocodile, and elasmosaurus can wear armor. So croc until I can get huge sized.
I think you can have barding made for any animal. Why not octopi?

Scott Wilhelm |
Revolving Door Alternate wrote:I think you can have barding made for any animal. Why not octopi?The spell eater, aquatic bloodrager is looking like a strong contender.
Did some digging. Neither sharks, snakes, nor octopii can wear armor. The snapping turtle, crocodile, and elasmosaurus can wear armor. So croc until I can get huge sized.
The Armor for unusual creatures section allows for just about any kind of armor for any creature, although the Magic Items Slots for Animals section does not. The latter section though specifically refers to Familiars and Animal Companions. A Polymorphed PC is not either. Wearing Armor, to a large extent, is a trained skill that I guess that even an intelligent fish can't handle. When you are a Druid, the rules say you can wear Armor. There is even an Armor Enchantment that transforms along with your Polymorphed form: Wild Armor. That's expensive, though: I'd prefer to have custom made Barding for my favorite forms and don it with a Swift Girding Spell. Wild Armor might still be worth it if your GM disallows any other way.

avr |

@Scott: For some creatures the rules require barding stitches to attach/wear armor, and they sound rather horrible and incompatible with swift girding too. I wouldn't recommend them.

LordKailas |

@Scott: For some creatures the rules require barding stitches to attach/wear armor, and they sound rather horrible and incompatible with swift girding too. I wouldn't recommend them.
they are really awful. I was looking at getting them for my snake companion. However, I realized there is no magical equivalent of them and no way to overcome the saving throw penalties. In the end I just had it take the feat extra item slot (armor). By RAW it can only wear magic armor, but my DM is reasonable and allows it to wear mundane armor as well.