Hej everybody,
today, I'm taking a look at Alluria Publishing's take on underwater psionics,
Cerulean Seas: Waves of Thought
This pdf is
98 pages long, 1 page front cover, 2 pages editorial, 1 page ToC, 1 page SRD, 1
page list of thanks for the Alluria kickstarter, 2 pages of Index, 1 page
inside the back cover and 1 page back cover, leaving us with a total of 88
pages of content, so let's check this out!
This is a
pdf I honestly thought I'd never see - Alluria Publishing has created THE
definite book for underwater adventuring with their massive, stellar quality
Cerulean Seas Campaign Setting. Unfortunately, after that, the company got put
on hold and now, like a phoenix from the ashes, has risen to once again grace
us with their material - but can the psionic supplement, fully compatible with
Dreamscarred Press' Psionics Unleashed material and made in association with these
masters of the mind stand up to the incredibly high standard Alluria has set
for themselves with the Cerulean Seas Campaign Setting?
Only one
way to find out! This book kicks off with a flavorful introduction about the
cycles of divine might, arcane power and psionic potential and then goes on
about how this product was made and a set of basic terms one should understand
when reading this book. Without any significant further ado, we are then
introduced to new aquatic psionic races that might be added to a regular
heavily aquatic campaign or used with the Cerulean Seas Campaign Setting. First
in the array of new races would be the Amphian, a subtype of
clownfish-like-looking merfolk that is renowned to be a race of gifted
entertainers and scoundrels - they get either the wild talent psionc feat (if
non-psionic class) or the psionic talent feat (if they choose a psionic class)
at first level as well as fast swim speed, +2 to Cha and Dex and -2 to Str as
well as the favored class option to get +1 power point when taking a level in
the wilder class and a resistance to venoms. The Thalassic Asrai, a new type of
medium feykith, get either the wild talent psionc feat (if non-psionic class)
or the psionic talent feat (if they choose a psionic class), are boneless and
thus get +2 to acrobatics and escape artist checks as well as +1 to CMD &
CMB, +2 Dex and Wis, -2 Con, can get a power point instead of hp or skills when
classing in a psionic class, deal cold damage with their natural attacks and
swiftly die when brought out of the water. They also gte +2 to checks to
overcome psionic resistance instead of feykith magic.
The
Melusine are an interesting race that sprang from the nommo and can be
considered a psionically changed race that is heavily influenced by its rigid
caste system and the fact that beings from diverse castes produce offspring
belonging to certain caste combinations, enforcing a complex structure that is
interesting to explore in game. Rules-wise, these beings get +2 Con and +2 Int,
-2 Cha, are of the merfolk subtype, get 40 ft swim speed, darkvision 60 ft.,
light sensitivity, suffocate out of the water, get a +2 to Perception due to
compound eyes, get either the wild talent psionc feat (if non-psionic class) or
the psionic talent feat (if they choose a psionic class), can get a power point
as a favored class option when leveling in a psionic class. They are also
acclimated to extreme depths, meaning they suffer at low depths of 300 ft. from
being pressure sensitive and can negate damage they receive as an immediate
action by burning power points, ignoring 2 points of damage for each power
point spent.
Speaking of
interesting races: The Merkoth, is a weird merfolk indeed, ending in multiple,
octopus-like tentacles. They get +2 Dex and Int, but -2 Cha, have a normal swim
speed, get either the wild talent psionc feat (if non-psionic class) or the
psionic talent feat (if they choose a psionic class), can cast detect psionics
and concealing amphora 1/day as a psi-like ability - well, and they have
tentacles, enabling them to hold up to 4 items ready (but not use them) to be
retrieved as a swift action and also granting them +4 to CMB when trying to
grapple. Oh, and they have a unique peculiar behavior as well: They hate their
own race, trying their very best to avoid each other as often as possible, even
having their young brought up by foster parents and actually get sickened
without a save when within 30 ft of another being of their race. Now if that is
not story-telling gold!
The
reptilian-headed Benthic Naga are next on the list. They get +2 to Dex and Wis,
-2 to Cha, belong to the anthromorph subtype, get +1 natural armor to AC, get
either the wild talent psionc feat (if non-psionic class) or the psionic talent
feat (if they choose a psionic class), are immune to mind-reading and get +2 to
saves vs. enchantment and poison as well as a mildly poisonous bite. The DC of
latter scales with the character's level, ensuring prolonged usefulness. The
final new race is actually one you might recall from another Alluria
publication, namely the Remarkable Races Compendium. The Zef, originally
parasites that have taken over the collectives of a form of snail-like
humanoids and guided them benevolently, granting them sentience. The small snail-people are presented here in
a psionc variant that gets +2 Int, +2 Wis, -2 Str, 20 ft swim speed, can choose
a knowledge skill as a class skill at first level due to their inborn knowledge
and also feature a protective shell in which they can retreat. If you remember
the campaign setting, you might recall the eclectic options to play half-breeds
of a wide variety of races and here we also get seafolk/amphian,
seafolk/melusine and seafolk/benthic naga crossbreeds. It should also be
mentioned that the chapter includes tables that comprehensively list all racial
modifiers of the new races, tables to determine random height and length,
age-tables for starting age and age effects as well as information on racial
buoyancy and depth tolerance, both in the respective racial entries and in the
table - great service and concise presentation there!
After that
we are introduced to Alluria Publishing's take on the psionic classes released
so far in the context of underwater adventuring, providing easy to implement
conversion advice ranging from cosmetic remodeling to some minor crunchy
modifications before we delve into the new base-class, the Aquanaut. The
Aquanaut gets d10 HD, 4+Int skills per level, proficiency with simple and
martial weapons, light and medium armor, shields and all natural weapons they
have, but more on that one later. The Aquanauts also gets full BAB, good fort
and will-saves, up to a total of 74 power points and can learn powers of up to
4th level. Sounds like a martial class? Yes and no, for the Aquanaut is so much
more than that! The Aquanaut starts off with something called Phylum and gains
an additional phylum at fifth level and every 4 levels thereafter, gaining an
empathy with creatures associated with her phylum - examples would be
Cnidarians, Crustaceans, Mammals etc. Now, the Aquanaut foregoes membership of
her original race, becoming essentially a race of her own she shares with other
members of the class (Aquanaut). She also becomes an inherently magical
being that increases her natural AC,
makes her resistant to pressure and means that she counts as magical for means
of attacks. Can you see where this is going? The Aquanaut is actually evolving
her own body, learning to change her body with her very own brand of mutations,
to which quite some space is devoted: Starting by explaining the basic [armor],
[extra arm] and[shell]-descriptors of the introduced mutations, we are then
presented with phyla and their associated mutations: 6 phylums are detailed,
each coming with a plethora of these new mutations - from root-like tendrils,
to anchor yourself, coral-style to surfaces to extruding poisonous slime or
growing a coral head, from poisonous and shootable spines to fins to crab legs,
chitin skin, additional tentacles, lobster claws to an otter's keen sense of
smell, a sonar, up to the option to change colors and thus speak the cephalite
language and gain a stealth bonus, extrude octopus ink or being able to grow,
puffer-fish style - or grow a turtle or nautilus shell: Not only are the
respective options sheer genius in their iconicity, they also are so
rock-.solid and balanced in their rules-implementation that I can do naught but
utter the utmost praise for this class: Even in the reign of excellent
PFRPG-classes, the Aquanaut stands out and surpasses all regular Cerulean
Seas-classes, being on par with my favorite pathfinder-classes ever. The best
new base class I've read so far in 2012! Take heed, designers - this is how
it's done!
Next up are
the regular psionic PrCs and how they can be changed to fit in an undersea
environment and goes on to provide us with two new PrCs - the 10 level Current
Adept (d6, 2+Int skills, 1/2 BAB, 1/2 will-save, 8 levels of power progression)
are beings that can manipulate water to work telekinetic style and gain vast
speed enhancements as well as the option to create impassable water and change
water temperature - interesting casting battlefield control/mobility class. The
second class, is the 5-level shark incarnate, a feral melee PrC for psychic
warriors that gets d10, 4+Int skills per level, full BAB, good fort and
ref-saves, only gains an additional 9 power points and 3 levels of power
progression, but gets special enhancements options to make truly devastating
bites and can be considered a fearsome foe indeed: The shark incarnate can add
double the str-mod to attacks when blood is in the water or an enemy is almost
dead and can get additional attacks to follow up on critical hits, may reroll
class levels saves and add his strength modifier on the rerolls. Worse, once
the shark has destroyed a foe, he gets temporal life-force from cannibalizing.
The capstone is also cool, offering the option to treat power points as hit
points on a one-for-one-basis if the shark incarnate would otherwise be dropped
below 0 Hp. Both PrCs are absolutely neat, though, unsurprisingly, they are
"only" excellent, not a class of its own like the Aquanaut
base-class.
The pdf
also provides us with 23 new feats, including e.g. the option to craft mystic
starfish (!!!) to gaining ectoplasmic ink to the option to gain a hypnotic
angler-fish style gaze or even turn to water to 1/day automatically escape a
grapple or change your naga venom to one that deals wis-damage that makes
susceptible to your psionic attacks. You could also form psionic quills of
ectoplasm while focused, granting you access to armor spikes in any armor or
even unarmored. Beyond that, we are also introduced to a variety of psionic
powers and the careful consideration towards environmental factors we've seen
in Cerulean Seas - e.g. the fact that cold energy effects may result in
ice-crystals, but only up to a certain depths. It's small bits and pieces that
make the difference between a good setting and a stellar one - attention to
detail and internally consistent logic. We also get a complete powers-list for
the new Aquanaut-class, including highlighted and altered aquanaut powers. This
care is extended towards the psion and wilder as well as the psychic warrior
class, before we delve right into the selection of new powers.
Oh BOY!
Aqueous Coalescence thickens the water around you, halving enemy movement and
hampering attacks and damage as well as preventing ranged attacks. Better yet -
the power also effects buoyancy and can be dissipated by currents. You'll see
powers like this more often in the chapter than not - i.e. powers that not only
offer interesting tactical options, but also exhibit a true mastery of psionic
rules (the Dreamscarred press connection is evident) as well as taking the
stellar rules from the Cerulean Seas Campaign Setting into account, merging
both in an accomplishment of great design. Whta I mean with this rather cryptic
wording is that these powers take three-dimensional fighting, buoyancy,
floating ice, etc. into account, create devastating vortexes, use atomic
agitation to create superheated blasts of water, etc. into account.
Not even
here does the pdf stop, though, and instead it provides us with 2 new item
classes, the mystic starfish and the ioun bubble, as well as 6 new psionic
items and a new psionic material. If you've read the Cerulean Seas Campaign
Setting, you'll distinctly remember the racial perspectives on the setting's
history and the grand panoply their combined perspective offers - just like the
setting, this pdf provides a chapter of fluff in this vein, containing famous
members, adventure hooks and myths galore, enough to fill a wide variety of
adventures and campaigns. It should be noted that the perspectives on
non-player races have not been ignored - we also get to know at least a bit
about the psionic jellyfish called medusians and similar NPC-races.
The final
large chapter provides us with a bestiary in true Alluria Publishing-style -
i.e. with easily identifiable creature-glyphs and gorgeous full-color artworks
for every creature. We are introduced to the golden-scaled Apsara merfolk, the
enigmatic Arichteuthian shapers, to calcified skeletons and brain corals that
kill their victims and make them their calcified skeleton slaves, to tiny, yet
deadly brain crabs, the demonic and powerful Jormungandi, to a new almost
cthulhoid-looking species of song dragon, to nightmare-inducing eels, frogs on
whose backs brill grows to the non-player castes of the Melusine to disturbing
mindshrimp swarms, to translucent, glowing deep sea octopi and psionic slurgs,
host creatures for the Zef and their racial blood foes, the Zoh, - the bestiray
is of a stunning quality and many of the artworks herein would even stand out
in Alluria's excellent oevre.
In order to
make navigation easier, we get an appendix with aquatic psionic monsters
released so far by CR, a pronunciation guide, an index of tables, an index for
art and 2 pages of cardstock minis.
Conclusion:
Editing and
formatting, I am happy to report, are up to the stellar quality Alluria left
off with - I did not notice any glitches, top-notch! Layout is GORGEOUS and up
to the highest standards conceivable, using the same awe-inspiring full-color
blue-tinged loook as the campaign setting. Alluria Publishing's artwork was
always stellar, but some pieces herein, be it the monsters, the
chapter-introducing artworks or the Aquanaut blast the lids off of what to
expect from a 3pp artwork-wise. Only rarely does one see so many awesome
full-color artworks in one pdf. Impressive indeed! The pdf also comes fully
bookmarked, with nested bookmarks, making navigation easy. The only formal
point I could nag about is the lack of a printer-friendly version. Then again,
if you do print this out, you'll want it in full color or even print from the
get-go: The pdf is that pretty.
And best of
all: The content is up to the visuals! Whether it is crunch or fluff, this pdf
leaves nothing to be desired - much like the spell-adaption in Cerulean Seas,
this pdf not only goes the extra mile, it goes an extra marathon and then some.
Advertised as a psionic underseas sourcebook I at first considered the
publisher's blurb speaking of "mastery of Psionic Unleashed and the
Cerulean Seas Setting" sounding like hubris. It's not. It's the plain
truth. I did not find one piece of content I'd consider off, not one single
piece. Better yet, the pieces herein are not contend with working - they strive
to be iconic.
They ooze
heart's blood and passion. They provide innovative synergies and take the
peculiarities of undersea adventuring into account. This pdf, much like the
original Cerulean Seas Campaign Setting, is not content with being good, or
very good - it strives to excel. And that shows. In every page and every idea.
Let me spell it out: My expectations were insanely high. They were met and
surpassed. My expectations, when this high, are almost universally
disappointed. Instead, e.g. the Aquanaut should be considered a compulsory
addition to ANY campaign featuring psionics and could, with some minor
tweaking, work in regular settings as well. I only have one thing to ask for:
Do we get Waves of Thought 2 with more support for the Aquanaut and additional
support for Psionics Expanded: Advanced Psionics Guide? Please?
I forgot my
verdict. It should come as no surprise: This book is a must for fans of
psionics, of the Cerulean Seas setting and all those who felt even remotely
intrigued by what I described here. This pdf is worth every cent of its asking
price and I hope there'll be a print option. Final verdict: 5 stars +
endzeitgeist seal of approval. Congratulations for the triumphant return -it
comes with a bang!
Thank you for reading my ramblings!
Thank you for reading my ramblings!
Endzeitgeist
out.
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