Three_Haligonians
First Post
*ahem* Sebastian quoting aside,
My players are about to slip beneath the waves to continue their adventure, and they will probably be there for an extended period of time - so I'd like to get my rules straight so I don't bog down the playing with constant book checking.
There is already a thread on the go about Holding your Breath so let's avoid that kettle of fish entirely, also I have another thread on the go concerning Stomwrack's rules on deep sea pressure damage so I don't want to repeat myself. Otherwise - this is what I have:
-The PHB has the Swim skill all worked out - a successful check means a character goes one quarter their speed with a move action, or half their speed as a full round action. The DC can be 10, 15, or 20, depending on how rough the water is. You can take 10 on these swim checks, unless the DC is 20. After every hour of swimming, you need to make a DC 20 swim check or suffer 1d6 nonlethal damage (The bonus of the Endurance feat applies to this check).
-A character's swim check is subject to double any armour check or encumbrance penalty they may have.
- P. 92 of the DMG has a nice chart showing the attack and damage penalties a character suffers underwater, depending on the type of attack they use and their method (degree) of underwater mobility. This chart is expanded upon on p. 21 of Stormwrack.
- Thrown weapons don't work underwater, and other ranged weapons suffer a -2 penalty for every 5ft of water they move through. This is in addition to normal range penalties. Even the freedom of movement spell does not help in this situation.
- The surface of the water grants improved cover (+8 AC +4 Ref saves) against melee attacks to a creature swimming, floating, or treading in it unless the attacker is under the benefit of a freedom of movement spell. A totally submerged creature has total cover against an opponent on land (and vice versa) unless, again, freedom of movement is involved. Unless there is an attack roll required, this rule does not apply to magics.
- Fire, obviously, does not burn underwater. Fire magic doesn't work either, unless the caster succeeds a Concentration check DC = 20 + spell level, at which point the spell works as normal - only instead of actual fire, the effect is steam/scalding hot water. For fire spells, the water's surface blocks line of effect. Supernatural fire effects do not work underwater period (unless stated otherwise).
- The DMG and Stormwrack tells us that a character can attempt to walk across the bottom instead of swim. To do this the character must either possess the Aquatic subtype and have a land speed faster than its swim speed (or no swim speed) or carry sufficient weight to hold it down (the weight required depends on the creature's size).
- A creature with a swim speed can move through the water at that speed without any Swim checks required. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard and it can take 10 on its Swim check, even when distracted or endangered. Finally, it can use the run action while swimming, provided it moves in a straight line.
- A creature with the Aquatic subtype always has a swim speed (so it gets all the benefits listed above) and can also breathe underwater, but not necessarily air - for that it needs the amphibious quality.
There, have I missed anything? Have I gotten anything wrong? Here are some questions I've though of:
- In terms of spellcasting - how are Verbal components affected by being underwater, either when the caster is able to breathe or not?
- Logically speaking, drinking potions and reading scrolls (the basic, written on paper, kind) seem impossible. Are there any actual rules on this? What are some good alternatives?
- Freedom of movement and water breathing are pretty clear no-brainers, but are there any other spells that would be highly useful? What about magic items? (other than ones that grant those two spells I mean). The Pearl of the Sirines is a good choice but it talks about needing to hold it firmly in one hand to understand and use it - are there others?
Wow, that's a lot of stuff - if your still reading it by this point I sure would appreciate your input. Thanks,
J from Three Haligonians
My players are about to slip beneath the waves to continue their adventure, and they will probably be there for an extended period of time - so I'd like to get my rules straight so I don't bog down the playing with constant book checking.
There is already a thread on the go about Holding your Breath so let's avoid that kettle of fish entirely, also I have another thread on the go concerning Stomwrack's rules on deep sea pressure damage so I don't want to repeat myself. Otherwise - this is what I have:
-The PHB has the Swim skill all worked out - a successful check means a character goes one quarter their speed with a move action, or half their speed as a full round action. The DC can be 10, 15, or 20, depending on how rough the water is. You can take 10 on these swim checks, unless the DC is 20. After every hour of swimming, you need to make a DC 20 swim check or suffer 1d6 nonlethal damage (The bonus of the Endurance feat applies to this check).
-A character's swim check is subject to double any armour check or encumbrance penalty they may have.
- P. 92 of the DMG has a nice chart showing the attack and damage penalties a character suffers underwater, depending on the type of attack they use and their method (degree) of underwater mobility. This chart is expanded upon on p. 21 of Stormwrack.
- Thrown weapons don't work underwater, and other ranged weapons suffer a -2 penalty for every 5ft of water they move through. This is in addition to normal range penalties. Even the freedom of movement spell does not help in this situation.
- The surface of the water grants improved cover (+8 AC +4 Ref saves) against melee attacks to a creature swimming, floating, or treading in it unless the attacker is under the benefit of a freedom of movement spell. A totally submerged creature has total cover against an opponent on land (and vice versa) unless, again, freedom of movement is involved. Unless there is an attack roll required, this rule does not apply to magics.
- Fire, obviously, does not burn underwater. Fire magic doesn't work either, unless the caster succeeds a Concentration check DC = 20 + spell level, at which point the spell works as normal - only instead of actual fire, the effect is steam/scalding hot water. For fire spells, the water's surface blocks line of effect. Supernatural fire effects do not work underwater period (unless stated otherwise).
- The DMG and Stormwrack tells us that a character can attempt to walk across the bottom instead of swim. To do this the character must either possess the Aquatic subtype and have a land speed faster than its swim speed (or no swim speed) or carry sufficient weight to hold it down (the weight required depends on the creature's size).
- A creature with a swim speed can move through the water at that speed without any Swim checks required. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard and it can take 10 on its Swim check, even when distracted or endangered. Finally, it can use the run action while swimming, provided it moves in a straight line.
- A creature with the Aquatic subtype always has a swim speed (so it gets all the benefits listed above) and can also breathe underwater, but not necessarily air - for that it needs the amphibious quality.
There, have I missed anything? Have I gotten anything wrong? Here are some questions I've though of:
- In terms of spellcasting - how are Verbal components affected by being underwater, either when the caster is able to breathe or not?
- Logically speaking, drinking potions and reading scrolls (the basic, written on paper, kind) seem impossible. Are there any actual rules on this? What are some good alternatives?
- Freedom of movement and water breathing are pretty clear no-brainers, but are there any other spells that would be highly useful? What about magic items? (other than ones that grant those two spells I mean). The Pearl of the Sirines is a good choice but it talks about needing to hold it firmly in one hand to understand and use it - are there others?
Wow, that's a lot of stuff - if your still reading it by this point I sure would appreciate your input. Thanks,
J from Three Haligonians