Corlon
First Post
I'm going to run a pnp game that's kind of like water world, except there is land, if only a few closely guarded nations.
This means aside from being in ports for trading and stuff, the characters are pretty much going to be on the open seas, and I'm going to use a lot of the rules from the seafarerer's handbook.
In the handbook, it has an aquatic template that in an underwater campaign, it would give dms more monsters (just make normal monsters aquatic) without really making their CRs any bigger, but some of the characters have asked about being aquatic humans and things like that.
Because of the highly-water-but-mostly-on-boats type of my campaign, I was wondering about ECLs, as I've never really been good at assigning them.
The template also leaves a bunch of room for change (just breathe water, breathe air and water, 100-150% swim speed, etc.)
I'm wondering if anyone has ideas on adding this template to my campaign to make aquatic creatures +1 or +2 ECL.
An argument I've thought of is that aquatic creatures get a bunch of land penalties, but the shorewalker feat pretty much negates this, and I don't think gettting breathe water, always take ten, +8 to swim checks, an other stuff is worth just one feat.
any ideas?
Apart from that, I was wondering how people make submarines because the book has a ship special quality that allows ships to withstand a lot of pressure, and it has a prerequisite of being a submarine. The book doesn't say any special rules for submarines that I've seen. Does anyone have any, already written or homemade??
This means aside from being in ports for trading and stuff, the characters are pretty much going to be on the open seas, and I'm going to use a lot of the rules from the seafarerer's handbook.
In the handbook, it has an aquatic template that in an underwater campaign, it would give dms more monsters (just make normal monsters aquatic) without really making their CRs any bigger, but some of the characters have asked about being aquatic humans and things like that.
Because of the highly-water-but-mostly-on-boats type of my campaign, I was wondering about ECLs, as I've never really been good at assigning them.
The template also leaves a bunch of room for change (just breathe water, breathe air and water, 100-150% swim speed, etc.)
I'm wondering if anyone has ideas on adding this template to my campaign to make aquatic creatures +1 or +2 ECL.
An argument I've thought of is that aquatic creatures get a bunch of land penalties, but the shorewalker feat pretty much negates this, and I don't think gettting breathe water, always take ten, +8 to swim checks, an other stuff is worth just one feat.
any ideas?
Apart from that, I was wondering how people make submarines because the book has a ship special quality that allows ships to withstand a lot of pressure, and it has a prerequisite of being a submarine. The book doesn't say any special rules for submarines that I've seen. Does anyone have any, already written or homemade??
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