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DnD Day: Pregen Character Ideas for Underwater Adventuring
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<blockquote data-quote="Pinotage" data-source="post: 1807200" data-attributes="member: 15194"><p>Seems like most of the issues are covered, like swimming checks not being an issue. Looks like they crafted the scenario to be as land-like as possible. A few replies to your post:</p><p></p><p>1) Short sword is a piercing weapon. Designing a two-weapon fighter or rogue with two short swords is a good character to have on land and in water. Doesn't look contrived either. Same with a rapier wielding rogue. Piercing weapon and very common on land with Weapon Finesse. Heck, you could even go for Ranseur or Halberd <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>2) My choice for four characters would be Cleric with Travel Domain. Medium armor with a backup piercing weapon. Wizard with good, useful spells for underwater (like Fly for instance doesn't work underwater. Haste is a good option since it attacks are ineffective one more can compensate). Be prepared to handle how the Wizard talks underwater and uses spell components. Perhaps he can speak Aquan. Communication underwater will be a big issue at this level. Rogue with Rapier. Two-weapon fighter with short swords. Or heavy armor disarm/trip fighter with ranseur. Backups, as you say, with druid for wildshape and perhaps another utility spellcaster. Monks will be pretty useless, as will bards. I think you can easily design a party that looks good on land, but is useful underwater as well. No harm in that.</p><p></p><p>3) Combat underwater is 3D is characters are swimming. Much more manueverability.</p><p></p><p></p><p></p><p>I started my underwater campaing at 10th level, so it makes it a lot easier. Freedom of Movement is available, Plate armor of the Deep affordable, Pearls of the Sirenes commonplace etc. For me the idea was to take the adventure underwater, but not have all the restrictions. Some, but not all. I wanted a different environment with a different flavour rather than a rule restricting area that doesn't allow characters to do what they're good at.</p><p></p><p>It's also a good mix of land-based adventuring and water-based adventuring, so not all time is spent underwater. Water Breathing only lasts so long. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> The characters are currently busy with their first real long underwater exploration of a underwater temple, although they don't know that. They're currently engaging in combat the Sahuagin Animal Handler who trains sharks and other creatures for use by the Sahuagin.</p><p></p><p>While, for instance, the wizard and cleric can nullify all the restrictions of underwater movement, it's better to help them out if you can, otherwise it severely depletes all their resources. Having to cast Endure Elements 6 times, Darkvision 6 times, Freedom of Movement 6 times etc. can be a hassle. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Overall, I generally like it. Describing underwater environments is fun (I'm a SCUBA diver) and the 3D combat offers a lot of options in terms of movement and flexibility. You also get to use all those aquatic critters in their actual environment, rather than having them wander on land to raid settlements. It helps that I liked the old 1e adventure series U1-U3 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Pinotage</p></blockquote><p></p>
[QUOTE="Pinotage, post: 1807200, member: 15194"] Seems like most of the issues are covered, like swimming checks not being an issue. Looks like they crafted the scenario to be as land-like as possible. A few replies to your post: 1) Short sword is a piercing weapon. Designing a two-weapon fighter or rogue with two short swords is a good character to have on land and in water. Doesn't look contrived either. Same with a rapier wielding rogue. Piercing weapon and very common on land with Weapon Finesse. Heck, you could even go for Ranseur or Halberd :) 2) My choice for four characters would be Cleric with Travel Domain. Medium armor with a backup piercing weapon. Wizard with good, useful spells for underwater (like Fly for instance doesn't work underwater. Haste is a good option since it attacks are ineffective one more can compensate). Be prepared to handle how the Wizard talks underwater and uses spell components. Perhaps he can speak Aquan. Communication underwater will be a big issue at this level. Rogue with Rapier. Two-weapon fighter with short swords. Or heavy armor disarm/trip fighter with ranseur. Backups, as you say, with druid for wildshape and perhaps another utility spellcaster. Monks will be pretty useless, as will bards. I think you can easily design a party that looks good on land, but is useful underwater as well. No harm in that. 3) Combat underwater is 3D is characters are swimming. Much more manueverability. I started my underwater campaing at 10th level, so it makes it a lot easier. Freedom of Movement is available, Plate armor of the Deep affordable, Pearls of the Sirenes commonplace etc. For me the idea was to take the adventure underwater, but not have all the restrictions. Some, but not all. I wanted a different environment with a different flavour rather than a rule restricting area that doesn't allow characters to do what they're good at. It's also a good mix of land-based adventuring and water-based adventuring, so not all time is spent underwater. Water Breathing only lasts so long. :) The characters are currently busy with their first real long underwater exploration of a underwater temple, although they don't know that. They're currently engaging in combat the Sahuagin Animal Handler who trains sharks and other creatures for use by the Sahuagin. While, for instance, the wizard and cleric can nullify all the restrictions of underwater movement, it's better to help them out if you can, otherwise it severely depletes all their resources. Having to cast Endure Elements 6 times, Darkvision 6 times, Freedom of Movement 6 times etc. can be a hassle. :) Overall, I generally like it. Describing underwater environments is fun (I'm a SCUBA diver) and the 3D combat offers a lot of options in terms of movement and flexibility. You also get to use all those aquatic critters in their actual environment, rather than having them wander on land to raid settlements. It helps that I liked the old 1e adventure series U1-U3 :) Pinotage [/QUOTE]
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