Tulenyre
9th March 2005, 03:21 PM
Underwater combat rules (so far):
All:
*Blunt and Slashing weapons damage is halved (Unarmed Combat is still fine, though).
*Ranged weapon distance is halved, unless made for underwater combat.
*Every 5lbs of gear = -1 swim check
*Standing on a the bottom of the water area doesn't constintute swimming
*Fire spells do half damage, radius/distance/etc is also halved.
*Lighting spells do double damage, radius/distance/etc is also doubled.
*Wind based spells do not work (example, Gust of Wind doesn't work).
*Listen checks -5 DC
Non Water Creatures:
*-2 to Attacks
*-2 to Damage
*Water creatures always have initiative (unless Freedom of Movement spell/item used).
*1D6 Subdual Damage per Hour of swiming due to fatigue.
*10 + Spell level concentration check to cast spells while swiming .
*Swim check DC 10 to use a move action.
*Only 1 move action available per round, can't attack when moving.
*Charging and Running is impossible (DUH!).
*Listen Checks +5 DC for determining distance and sound type.
All:
*Blunt and Slashing weapons damage is halved (Unarmed Combat is still fine, though).
*Ranged weapon distance is halved, unless made for underwater combat.
*Every 5lbs of gear = -1 swim check
*Standing on a the bottom of the water area doesn't constintute swimming
*Fire spells do half damage, radius/distance/etc is also halved.
*Lighting spells do double damage, radius/distance/etc is also doubled.
*Wind based spells do not work (example, Gust of Wind doesn't work).
*Listen checks -5 DC
Non Water Creatures:
*-2 to Attacks
*-2 to Damage
*Water creatures always have initiative (unless Freedom of Movement spell/item used).
*1D6 Subdual Damage per Hour of swiming due to fatigue.
*10 + Spell level concentration check to cast spells while swiming .
*Swim check DC 10 to use a move action.
*Only 1 move action available per round, can't attack when moving.
*Charging and Running is impossible (DUH!).
*Listen Checks +5 DC for determining distance and sound type.