OOC:
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I would prefer not to allow characters to take items from another character without their express permission being given (where all can see). Given that you are husband and wife, however, I will make an exception (and you have to deal with the RL consequences of messing with your wife's character's stuff ).
Note that magical item powers that are not at-will do not apply per-character. So if you use a daily power of a magic item and hand it to someone else, that daily power will still be used up until a long rest has occurred (or another effect allows the cloak to regenerate that power).
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As the adventurers continue discussing how to tackle the issue of reaching the top of the chamber, the water continues to pour in, and the water level rises to 6 feet, forcing Leather, Haaku, Ilex, and Torqua to chose holding their breath as the water rises over their heads, or attempt treading water, rising with the level of water in the chamber.
OOC:
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To hold your breath, consult the suffocation rules below. To tread water, make a DC 15 Athletics check. Failure by five or more means that you go under the water and must hold your breath until you can swim back up (another DC 15 Athletics check).
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[sblock=Suffocation rules]
When a character is deprived of air, they can hold their breath for 3 minutes. After that, such deprivation is a significant test of an adventurer’s stamina. (People who aren’t adventurers are far less hardy.)
Endurance Check: At the end of 3 minutes, the character must make a DC 20 Endurance check if they continue to
Success: Success buys the character another round. Then the check is repeated against DC 25, then against DC 30, and so on.
Failure: When a character fails the check, he or she loses a healing surge and must continue to make checks against DC 25, then against DC 30, and so on. A character who fails a check and has no healing surges takes damage equal to his or her level.
A character cannot regain healing surges lost to suffocation until he or she gains access to air again.
A character who has 0 hit points or fewer and continues to suffocate continues taking damage as described above until he or she dies or is rescued.
Suffocation in Strenuous Situations: In strenuous situations, such as combat, going without air is very hard. A character holding his or her breath during underwater combat, for instance, must make a DC 20 Endurance check at the end of his or her turn in a round in which he or she takes damage. [/sblock]