Pearl Seeker (Paladin Archetype)
In most cases, divine power is granted as a great boon to mortals as an act of graciousness from divine beings. However, other times such gifts are given specifically because the being in question lacks agency, rather than possesses it in abundance.
The Moaning Diamond, The Garnet Brand, The Untouchable Opal, and The Gasping Pearl, four artifacts of immense power over the four elements that serve as the prison of the four goodly elemental lords, whom were bound within by their evil counterparts. Though trapped, the legacies of these powerful beings remain, and some, namely Lysianassa, Empress of the Torrent, seem to be able to reach out to sensitive, morally-aligned minds, in hopes of being freed.
These so-called Pearl Seekers, should that respond to this call, become blessed with divine might just as any paladin might, but their power reflects both the watery nature of their trapped patron, and her trapped status, only able to give out power in a limited capacity. In theory, one could design equivalents for the other four elements, but we’ll get to that later.
In any case, these watery paladins eagerly seek to understand where their visions and powers come from, and once they learn the truth, seek to free her, or at least fight against evil creatures of water until an opportunity to do so arises. Outside of the Golarion setting and multiverse, however, they might simply be the devotees of some telepathic, aquatic divinity that, for a change of pace, is actually completely benevolent.
As implied by their contact with The Gasping Pearl, these paladins have higher than average psychic sensitivity, and can make use of both occult mysticism, and sense the presence of psychically resonant auras nearby by focusing.
As they grow in power, they gain a divine mastery of aquatic environments in generally, notably able to channel pulses of energy to heal or command creatures of the water both mystic and mundane. Later on, they gain the ability to swing and throw weapons underwater with ease, and can command water currents to return their weapon to them after a throw.
Due to the trapped state of Lysianassa, these paladins do not have full access to the wide array of spells associated with paladins, but rather, cast their spells spontaneously with the knowledge of a few spells. However, they do benefit from being able to learn a variety of watery spells, namely those that use water to facilitate movement, take on a watery form, surround oneself in a mass of water to move, attack, and protect, gaining each of these spells natural. Additionally, they can also choose to learn spells that channel a high-pressure blast of water to force one or more foes back.
Finally, these paladins universally have a mount in the form of a hippocampus,increasing their mobility greatly underwater.
Looking for a paladin for your underwater adventures with a hint of “secrets of the depths”? This archetype might be what you’re looking for. With their selection of abilities, they can piscine creatures into allies, and fight normally underwater, including with thrown weapons, so by all means, go for that as well. The biggest trick with the archetype, however, will be picking out spells, and surviving underwater. You’ll want to pick spells that are very general-use, since you can’t change them out willy-nilly each day. Thankfully you get ride the waves and seamantle as bonus spells, but unless you’re playing an aquatic race, you’ll want a mundane alternative if a dispel-happy foe shows up. Blood of the Sea and Aquatic Adventures have you covered there.
As I mentioned before, the other three goodly elemental lords in theory might indeed have equivalent scions trying to find them as well, but there is also a lot of suspicion to be thrown on this archetype by others, even in the core Golarion setting. For while there is no doubt these paladins are good, it is often difficult to say what the true nature of the being they are in contact with actually is, at least, not without extensive knowledge checks. As such, they may unfairly have their loyalties questioned by those who know enough to know that their power does not come from a contemporary god, but not enough to know who the patron actually is.
Not all algolthuul enclaves are sinister manipulators. Some have embraced a The Light in the Deep, and battle against their kin, calling upon goodly mortals to take up a sacred mantle to beat back the aboleths, veiled masters, and omnipaths that seek to bind the world to their whim. In doing so, they open the connection between such mortals and their god, who blesses them with holy, watery might.
Veran the Harpoon is named not for the weapon he wields, but the speed at which he enters battle using his siphon, the cecaelia warrior rushing by foes using his siphon, only to throw his current-guided starknife back into the fray, recalling it again and again as foes approach his location, only to rush away again, and he does not do so alone, commanding the fish around him to also strike.
After knocking a gang leader off the pier with a blast of water, the mysterious armored figure that rode up on a hippocampus strode up the dock, demanding an audience with the king, for his watery patron had granted him a vision, one that he must share with him.