Author Topic: Advice for an aquatic build  (Read 2043 times)

Offline arcanegene

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Advice for an aquatic build
« on: January 02, 2014, 12:23:30 PM »
playing skulls & shackles and interested in a build that would be good for the campaign... any ideas?


i came up with a winter witch but then decided maybe a different class or race, i need to be able to navigate through water pretty well and on land. We already have a elf-druid, goblin rogue, bard, stormblood line and orc barb in the party.

Offline Maat Mons

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Re: Advice for an aquatic build
« Reply #1 on: January 02, 2014, 02:03:23 PM »
I gather you're playing Pathfinder.  Is any 3.5 material allowed?  There are several 3.5 races that can breathe equally well in air and water and have decent swim and land speeds.  I'm not familiar enough with Pathfinder to know if there are any such races there. 

Offline arcanegene

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Re: Advice for an aquatic build
« Reply #2 on: January 02, 2014, 10:36:43 PM »
They allow some leeway as long as it's not too far off from pathfinder.

Offline Maat Mons

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Re: Advice for an aquatic build
« Reply #3 on: January 03, 2014, 02:32:57 AM »
The most amphibious races seem to be aventi (Stormwrack, p34), shoal halfling (Stormwrack, p45), river spirit folk (Unapproachable East, p14), and sea spirit folk (Oriental Adventures, p14).  Those will all require some modification if they're to be used in a Pathfinder game.  Well, maybe not shoal halfling, since it's defined in terms of regular halfling. 

Offline Captnq

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Re: Advice for an aquatic build
« Reply #4 on: January 03, 2014, 02:14:28 PM »
About a half dozen grafts that can help.

Deepdweller renders the need to be aquatic redundant.

Check out the EVD's new Augmentation section over in the handbooks.
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

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