Storyteller01
First Post
We ave it set up so that only races that can speak unimpeded underwater can cast. So far, our black dragon tends to enjoy this advantage...
Definitely not! That's just a flesh wound!Len said:Hey I2K, is there a penalty to spellcasting if one of your arms is cut off?
Primitive Screwhead said:And there was an entire page in one of Monte Cooks adventures, in pdf, that I can't seem to find right now. It was 3.0 but detailed fighting in/under/around water pretty good.
Stalker0 said:The way we've always done it is if you can speak Aquaan your good underwater. Otherwise you cannot do it. While you can talk some underwater, speaking in a strong voice imo doesn't fly.
Deafened: A deafened character cannot hear. She takes a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Not quite the same, but close enough for government work. The web enhancement is from Return to the Temple of Elemental Evil. I've taken both and made it closer to 3.5 and IMO more complete. Feel free to check it out. I guess I need to add in a section on spellcasting and on varying levels of water (wading at knee-high, waist-high, or whatever).Delta said:That was copied into the 3.5 rules. Same as here: http://www.d20srd.org/srd/wilderness.htm#underwaterCombat
In terms of additions needed: I agree! That doesn't mean I don't like the page, however!Infiniti2000 said:I guess I need to add in a section on spellcasting and on varying levels of water (wading at knee-high, waist-high, or whatever).