Difference between revisions of "Underwater"

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(Water Dangers)
 
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Alternately, the PC can be towed by another person using the Encumbrance Rules for Dragging.
 
Alternately, the PC can be towed by another person using the Encumbrance Rules for Dragging.
  
==Drowning==
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==Water Dangers==
If a hero doesn't have (or loses ability) to breath underwater) he may hold his breath for  #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round  check in order to continue holding her breath.  When a hero fails his Con check, he begins to drown.    1st round, unconscious (0 hp).  2nd round, --1 hit points and is dying.  3rd round, he drowns (dies).
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Very Deep deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save. At the Triton Palace, it is Fort DC 16 +1 per minute, and 2d6 damage for each fail. Any form with (acquatic) template is immune to the very deep damage.
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==Water Dangers==  (Pathfinder Core Book)
  
==Light==
 
  At 0 -- 100 feet, can see100 feet
 
  At 100 -- 200 feet, can see 40 feet
 
  At 200 feet, the light is shadowed, can only see 20 feet.
 
  At 300 feet, it is dark.
 
 
 
  
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Water Dangers
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Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).
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By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades).
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Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
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Drowning
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Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
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When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.
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Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.
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It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
  
 
==Cold==  
 
==Cold==  
Hypothermia.  Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save.
 
  
Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
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Deep water and cold water bring additional dangers of cold weather exposure.
  
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
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The Plactik Ocean is a [b]Cold Weather[/b] environment at 50 feet depth or below. Oceanic localized conditions may cause a change in this temperature as determined by the DM. Local conditions for smaller bodies of water are determined by the Board DM.
  
==Aquatic Terrain (Pathfinder Core Book)==
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[link href="http://paizo.com/pathfinderRPG/prd/environment.html#aquatic-terrain-103"] PCB Aquatic Terrain[/link]
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(PCB - Cold Dangers)
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Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
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An unprotected character in cold weather (below 40° F)must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
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In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
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A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
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==Aquatic Terrain (Pathfinder Core Book)
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http://paizo.com/pathfinderRPG/prd/environment.html#aquatic-terrain-103 = PCB Aquatic Terrain
  
 
This link covers:
 
This link covers:
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==Underwater Combat (DM Guide)==
 
==Underwater Combat (DM Guide)==
 
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's Armor Class, attack rolls, damage, and movement. In some cases a creature's opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom.
 
 
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
 
 
Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.
 
 
Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.
 
 
Table: Combat Adjustments Underwater
 
    ---------- Attack/Damage ----------
 
  Condition..............Slashing or Bludgeoning..........Tail..............Movement..........Off Balance?<sup>4</sup>
 
  Freedom of movement..........normal/normal..........normal/normal..........normal................No
 
  Has a swim speed...............-2/half.................normal..............normal................No
 
  Successful Swim check..........-2/half<sup>1</sup>...............-2/half..........quarter or half<sup>2</sup>..........No
 
  Firm footing<sup>3</sup>..................-2/half................-2/half...............half.................No
 
  None of the above..............-2/half................-2/half..............normal...............Yes
 
 
# A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a --2 penalty, but deals damage normally when grappling.
 
# A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
 
# Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down--at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
 
# Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
 

Latest revision as of 15:32, 11 January 2012

Swimming

[link href="http://paizo.com/pathfinderRPG/prd/skills/swim.html#_swim"]PCB Swim Skill[/link]

Roll a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

A character with Swim speeds can swim, hustle, or 'run' per normal rules.

Alternately, the PC can be towed by another person using the Encumbrance Rules for Dragging.

Water Dangers

==Water Dangers== (Pathfinder Core Book)


Water Dangers Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).

By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades).

Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Drowning Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

Cold

Deep water and cold water bring additional dangers of cold weather exposure.

The Plactik Ocean is a [b]Cold Weather[/b] environment at 50 feet depth or below. Oceanic localized conditions may cause a change in this temperature as determined by the DM. Local conditions for smaller bodies of water are determined by the Board DM.

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(PCB - Cold Dangers) Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

An unprotected character in cold weather (below 40° F)must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

==Aquatic Terrain (Pathfinder Core Book)

http://paizo.com/pathfinderRPG/prd/environment.html#aquatic-terrain-103 = PCB Aquatic Terrain

This link covers:

-Flowing Water

-Swept Away

-Non-Flowing Water

-Stealth and Detection Underwater

-Invisibility

-Underwater Combat

-Ranged Attacks Underwater

-Attacks from Land

-Fire Underwater

-Spellcasting Underwater

-Floods

Underwater Combat (DM Guide)