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Pathfinder Player Companion: Blood Of The Sea - A Review and Guide for Aquatic Adventurers




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Pathfinder Player Companion: Blood Of The Sea - A Guide For Sea-Born Adventurers




Introduction




Do you love the ocean and its mysteries? Do you want to play a character that is born from the sea and has a deep connection with the water? Do you want to explore the wonders and dangers of the underwater world in your Pathfinder adventures? If you answered yes to any of these questions, then you might be interested in Pathfinder Player Companion: Blood Of The Sea.




Pathfinder Player Companion: Blood Of The Sea Mobi berufseinsteiger vol



Pathfinder Player Companion: Blood Of The Sea is a book that explores the mystical paths and strange abilities of sea-born adventurers in the Pathfinder Roleplaying Game. It contains rules for playing nonstandard races like cecaelias, locathahs, and tritons, as well as new archetypes, feats, spells, and magic items for aquatic characters and land-dwelling characters alike.


Playing an aquatic character can be a lot of fun and offer new challenges and opportunities for roleplaying and combat. You can swim faster, breathe underwater, communicate with marine creatures, and use the environment to your advantage. You can also learn more about the lore and history of the sea, and discover secrets and treasures that are hidden beneath the waves.


Nonstandard Races




Cecaelias




Cecaelias are half-human, half-octopus hybrids that live in the depths of the ocean. They have a human-like torso and head, but their lower body is composed of eight tentacles. They are curious and adventurous, often exploring the surface world and interacting with other races. They are also skilled in magic, especially divination and illusion.


Cecaelias have the following racial traits and abilities:



  • +2 Intelligence, +2 Charisma, 2 Strength: Cecaelias are smart and charming, but not very strong.



  • Medium: Cecaelias are Medium creatures and have no bonuses or penalties due to their size.



  • Normal Speed: Cecaelias have a base speed of 30 feet on land and a swim speed of 30 feet in water.



  • Darkvision: Cecaelias can see in the dark up to 60 feet.



  • Amphibious: Cecaelias can breathe both air and water.



  • Ink Cloud: Once per day as a swift action, a cecaelia can release a cloud of ink while underwater. This ink cloud acts as obscuring mist for 1 minute.



  • Tentacles: Cecaelias have eight tentacles that they can use to manipulate objects. They can wield weapons or cast spells with their tentacles, but they cannot make natural attacks with them.



  • Languages: Cecaelias begin play speaking Common and Aquan. Cecaelias with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, Giant, Goblin, Orc, and Sylvan.



Cecaelias fit into the world of Pathfinder as explorers, scholars, diplomats, or spies. They are fascinated by the surface world and its cultures, and often seek to learn more about them. They are also loyal to their underwater allies, such as aquatic elves, merfolk, or tritons. They may clash with sahuagin, aboleths, or other evil sea creatures that threaten their homes or interests.


Locathahs




Locathahs are fish-like humanoids that dwell in the deep oceans. They have scaly skin, webbed fingers and toes, gills, and fins. They are stoic and pragmatic, valuing survival and tradition over curiosity and innovation. They are also fierce warriors, defending their territory from any intruders or threats.


Locathahs have the following racial traits and abilities:



  • +2 Constitution, +2 Wisdom, 2 Dexterity: Locathahs are hardy and perceptive, but not very agile.



  • Medium: Locathahs are Medium creatures and have no bonuses or penalties due to their size.



  • Slow Speed: Locathahs have a base speed of 20 feet on land and a swim speed of 40 feet in water. Their speed is never modified by armor or encumbrance.



  • Darkvision: Locathahs can see in the dark up to 60 feet.



  • Amphibious: Locathahs can breathe both air and water.



  • Natural Armor: Locathahs have a +2 natural armor bonus to their Armor Class.



  • Natural Attacks: Locathahs have a bite attack that deals 1d4 points of damage plus their Strength modifier.



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ascend above sea level. This damage is not reduced by any form of damage reduction or resistance.


  • Languages: Locathahs begin play speaking Aquan. Locathahs with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Giant, Goblin, and Orc.



Locathahs fit into the world of Pathfinder as defenders, warriors, or hunters. They are loyal to their clans and elders, and follow a strict code of honor and duty. They are wary of outsiders, especially those who come from the surface or the depths. They may ally with other aquatic races that share their values or enemies, such as merfolk, tritons, or cecaelias. They may oppose sahuagin, aboleths, krakens, or other evil sea creatures that threaten their homes or resources.


Tritons




Tritons are aquatic humanoids that resemble humans with fish-like features. They have scales, fins, gills, and webbed digits. They are noble and proud, tracing their ancestry to the ancient empires of the sea. They are also skilled in magic and diplomacy, often acting as mediators or emissaries between different aquatic races.


Tritons have the following racial traits and abilities:



  • +2 Strength, +2 Charisma, 2 Constitution: Tritons are strong and charismatic, but not very resilient.



  • Medium: Tritons are Medium creatures and have no bonuses or penalties due to their size.



  • Normal Speed: Tritons have a base speed of 30 feet on land and a swim speed of 30 feet in water.



  • Low-Light Vision: Tritons can see twice as far as humans in conditions of dim light.



  • Amphibious: Tritons can breathe both air and water.



  • Hydrostatic Pressure: Tritons can adjust their body pressure to match their surroundings. They ignore the effects of water pressure and depth.



  • Sound Imitation: Tritons can mimic any sound they have heard by making a successful Bluff check against the listener's Sense Motive check. The listener must be able to hear the sound normally.



  • Languages: Tritons begin play speaking Common and Aquan. Tritons with high Intelligence scores can choose from the following: Aboleth, Aklo, Aquatic Elf, Celestial, Draconic, Elven, Giant, and Sylvan.



Tritons fit into the world of Pathfinder as leaders, diplomats, or mages. They are proud of their heritage and culture, and seek to preserve and restore the glory of the ancient sea empires. They are also friendly and curious, often interacting with other aquatic races or surface dwellers. They may ally with aquatic elves, merfolk, cecaelias, or locathahs. They may oppose sahuagin, aboleths, krakens, or other evil sea creatures that seek to dominate or destroy the sea.


Archetypes




Coral Witch




A coral witch is a witch who draws her power from the coral reefs and their inhabitants. She forms a bond with a coral familiar that acts as her conduit to the reef's magic. She can also manipulate coral to create weapons, armor, or structures.


A coral witch has the following class features and abilities:



  • Coral Familiar: A coral witch must choose a coral familiar as her witch's familiar. A coral familiar is a tiny animated piece of coral that can attach itself to any surface. It has all the abilities of a normal familiar of its type (usually a crab or a seahorse), plus it can communicate telepathically with any creature within 30 feet that has a language.



  • Coral Magic: A coral witch adds the following spells to her witch spell list: 1stcoral splash (as acid splash but deals piercing damage), 2ndcoral growth (as warp wood but affects coral), 3rdcoral armor (as mage armor but grants DR 5/slashing), 4thcoral weapon (as magic weapon but creates a weapon made of coral), 5thcoral wall (as wall of stone but creates a wall of coral), 6thcoral castle (as secure shelter but creates a structure made of coral).



  • Coral Shape: At 10th level, a coral witch can transform herself into a Medium humanoid with coral-like features as a standard action. She gains a +4 natural armor bonus, a bite attack that deals 1d6 points of damage, and the ability to breathe underwater. She can use this ability for a number of minutes per day equal to her witch level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.



A coral witch can use her coral magic to create and manipulate coral, as well as to protect herself and her allies. She can also communicate with the reef and its creatures, gaining insight and information. She is most at home in tropical or warm waters, where coral reefs are abundant.


Kraken Slayer Paladin




A kraken slayer paladin is a paladin who specializes in hunting and fighting against the most fearsome and evil creatures of the sea, such as krakens, aboleths, or dragon turtles. He is fearless and relentless, using his divine power to smite his foes and protect his allies.


A kraken slayer paladin has the following class features and abilities:



  • Sea Hunter: A kraken slayer paladin adds Knowledge (nature) and Survival to his list of class skills. He also gains a +2 bonus on attack and damage rolls against aquatic or water subtype creatures.



  • Smite Sea Creature: At 4th level, a kraken slayer paladin can smite sea creatures as a swift action. He adds his Charisma bonus to his attack rolls and his paladin level to his damage rolls against aquatic or water subtype creatures. He can use this ability once per day at 4th level, plus one additional time per day for every three levels beyond 4th.



  • Sea Mount: At 5th level, a kraken slayer paladin can call a loyal sea creature to serve as his mount. This creature must be Large or larger, have a swim speed of at least 40 feet, and be willing to serve the paladin. The creature gains all the benefits and abilities of a paladin's mount, except it does not gain the celestial template. The paladin can communicate with his sea mount as if they shared a language.



A kraken slayer paladin can use his sea hunter and smite sea creature abilities to hunt down and destroy the most dangerous and evil sea creatures. He can also ride his sea mount into battle, gaining mobility and advantage in underwater combat. He is most effective in deep or cold waters, where the most formidable sea monsters lurk.


Other Archetypes




There are some other archetypes for aquatic characters that are featured in Pathfinder Player Companion: Blood Of The Sea. Here are some examples:



  • Aquatic Druid: A druid who focuses on the natural aspects of the sea, such as currents, tides, storms, and marine life. He gains access to new domains, spells, and animal companions related to the sea.



  • Deep Shaman: A shaman who draws her power from the ancient secrets and mysteries of the deep ocean. She gains access to new spirits, hexes, and spells related to the deep.



  • Mariner Ranger: A ranger who specializes in navigating and surviving in the sea. He gains access to new combat styles, skills, and favored enemies related to the sea.



  • Sea Singer Bard: A bard who uses his music and magic to influence the sea and its creatures. He gains access to new performances, masterpieces, and spells related to the sea.



  • Wave Warden Alchemist: An alchemist who uses his knowledge and experiments to create potions, bombs, and mutagens that work better in water. He gains access to new discoveries, extracts, and bombs related to the sea.



These archetypes provide more options and variety for aquatic characters, allowing them to enhance their classes and roles in different ways. They can also help land-dwelling characters adapt to aquatic environments or situations.


Feats




Aquatic Combat Feats




There are some feats that improve combat in water, helping aquatic characters or land-dwelling characters fight better in underwater situations. Here are some examples:



  • Aquatic Combatant: You gain a +1 bonus on attack rolls and damage rolls when fighting underwater or on slippery surfaces.



  • Aquatic Opportunist: You can make attacks of opportunity against creatures that enter or leave your threatened area while swimming or diving.



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: You can hold your breath for twice as long as normal, and you gain a +4 bonus on Fortitude saves against the effects of water pressure and depth.


  • Fluid Fighter: You can move through the space of any creature that has a swim speed as if it were difficult terrain. You also gain a +1 dodge bonus to AC against attacks of opportunity provoked by moving through such spaces.



  • Sea Hunter: You gain a +2 bonus on Perception and Survival checks when tracking aquatic or water subtype creatures. You also deal +2 points of damage per die when using precision damage (such as sneak attack or favored enemy) against such creatures.



These feats can help aquatic characters or land-dwelling characters fight more effectively in water, giving them advantages in movement, attacks, and defense. They can also help them overcome some of the challenges or disadvantages of underwater combat.


Aquatic Magic Feats




There are some feats that enhance magic in water, helping aquatic characters or land-dwelling characters cast spells or use spell-like abilities better in underwater situations. Here are some examples:



  • Aquatic Spell: You can cast any spell that does not have the fire descriptor underwater without requiring a caster level check or reducing the spell's range. You also gain a +1 bonus on caster level checks to overcome the spell resistance of aquatic or water subtype creatures.



  • Fluid Magic: You can use any spell-like ability that you have underwater without requiring a caster level check or reducing the ability's range. You also gain a +1 bonus on caster level checks to overcome the spell resistance of aquatic or water subtype creatures.



  • Sea Witch: You gain a +1 bonus on caster level checks and concentration checks when casting witch spells underwater. You also gain a +1 bonus on saving throws against witch spells cast by aquatic or water subtype creatures.



  • Storm Magic: You can cast any spell that has the air, electricity, or water descriptor as if it were one level higher when you are in an area affected by rain, wind, waves, or storms. You also gain a +1 bonus on saving throws against spells with these descriptors cast by aquatic or water subtype creatures.



  • Water Affinity: You add +1 to the Difficulty Class for all saving throws against spells that you cast that have the water descriptor. You also gain a +1 bonus on saving throws against spells with the water descriptor cast by aquatic or water subtype creatures.



These feats can help aquatic characters or land-dwelling characters cast magic more effectively in water, giving them advantages in power, range, and resistance. They can also help them overcome some of the challenges or disadvantages of underwater magic.


Other Feats




There are some other feats for aquatic characters that provide additional benefits and options for different situations. Here are some examples:



  • Aquatic Adaptation: You gain a swim speed equal to half your base land speed and can breathe underwater. If you already have these abilities, you increase your swim speed by 10 feet and gain a +4 racial bonus on Swim checks.



  • Fish Out of Water: You reduce the penalties for fighting on land by half. If you have no penalties for fighting on land, you gain a +1 bonus on attack rolls and damage rolls when fighting on land.



  • Gillman Heritage: You count as both human and gillman for any effect related to race. You also gain a +2 bonus on saving throws against disease, poison, and effects that would cause you to suffocate or drown.



  • Tidal Influence: You can use tidal influence once per day as a spell-like ability. This ability functions as hydraulic push but you can use it at a range of 30 feet and it does not provoke attacks of opportunity.



  • Water Soul: You gain cold resistance 5 and DR 5/slashing when you are fully immersed in water. You also heal 1 point of damage per round when you are fully immersed in water.



These feats can help aquatic characters adapt to different environments or situations, giving them more versatility and survivability. They can also help them express their heritage or affinity with the sea.


Conclusion




Pathfinder Player Companion: Blood Of The Sea is a book that offers a lot of options and possibilities for sea-born adventurers in the Pathfinder Roleplaying Game. It contains rules for playing nonstandard races like cecaelias, locathahs, and tritons, as well as new archetypes, feats, spells, and magic items for aquatic characters and land-dwelling characters alike. Whether you want to play a character that is born from the sea and has a deep connection with the water, or a character that is fascinated by the ocean and its mysteries, or a character that is skilled in hunting and fighting against the most fearsome and evil creatures of the sea, you will find something useful and interesting in this book. Dive into Blood Of The Sea and discover oceans of possibility!


FAQs




Q: What are the benefits of playing an aquatic character?




A: Playing an aquatic character can be a lot of fun and offer new challenges and opportunities for roleplaying and combat. You can swim faster, breathe underwater, communicate with marine creatures, and use the environment to your advantage. You can also learn more about the lore and history of the sea, and discover secrets and treasures that are hidden beneath the waves.


Q: What are the challenges of playing an aquatic character?




A: Playing an aquatic character can also be difficult and require some adjustments and adaptations. You may face penalties or disadvantages when fighting on land or in air, such as reduced speed, movement, or range. You may also have trouble interacting with land-dwelling races or cultures, or finding equipment or resources that work well in water. You may also encounter more dangers and threats in the sea, such as predators, hazards, or enemies.


Q: How can I make my aquatic character more effective in water?




A: You can make your aquatic character more effective in water by choosing the right race, class, archetype, feat, spell, or magic item that suits your style and role. You can also use your skills, abilities, and tactics to take advantage of the water environment, such as using cover, concealment, currents, or terrain. You can also cooperate with your allies and marine creatures to gain support or assistance.


Q: How can I make my aquatic character more adaptable to land?




A: You can make your aquatic character more adaptable to land by choosing the right race, class, archetype, feat, spell, or magic item that helps you overcome or reduce the penalties or disadvantages of fighting on land. You can also use your skills, abilities, and tactics to adapt to the land environment, such as using stealth, mobility, or range. You can also cooperate with your allies and land-dwelling creatures to gain support or assistance.


Q: Where can I f


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