Skill adj • Disable Device: –2, Unless pc’s eyes are protected • Inuit Direction: –5 • Acrobatics: use Athletics check, 5 or more ranks in swim give a +2 synergy bonus, 5 or more ranks in swim +2 synergy bonus, failure of 5 or more means disorientation, float off in random direction 2d10 feet, no ranks in swim –2 penalty • Perception: +4 to hear, -4 to identify location • Stealth: normal • Open Locks: –2 unless eyes are protected • Perception: vision range is 1/2 underwater, must be within 5’ of area to search, –1 / 5’ of distance • Knowledge Nature/ wilderness lore: –4 Feats Underwater • Far Shot: 1/2 range • Point Blank Shot: only within 15’ • Track: +20 to dc Vision Salt water • All Vision ranges are 1/2, all light sources are 1/2 range Fresh water • Vision Range is normal or 4d8x10 Movement Underwater • You do not run underwater, you swim With no magic assistance • Swim or Strength check allows pc to move at 1/4 normal speed as move action, 1/2 speed as a full round action • In combat Swim check is rolled each round dc10, failure = no movement • -1/ 5lbs of gear • In combat move at 1/4 speed move action, 1/2 speed full round action With Water Breathing, freedom of movement, or improved water breathing • swim at normal speed, no swim or strength check • swim in combat at normal speed Weapons & Armor Underwater adj. With no magic assist. • Bludgeoning -6 • Slashing –3 • Piercing no effect • Missile Weapon ranges 1/2 • Shields can not be used With magic assist Attack normaly & damage normaly • Missle weapon, -2 penalty for every 5’ • Weapon & Armor Rust/Rot from sea water Fortitude ( dc10+1/ day exposed) unless using sailor’s wax Combat Underwater Each Round As a Move Action you may declare attempt to gain positional advantage Make opposed swim check, add base attk bonus, • Above and on 5 points, +1 dodge bonus to ac/ +1 to attk, +5’ move adj • Under 5 pnts no bonus, just +5’ adj • If under opposed roll, no bonus or adj, open to attk of opportunity Then may attk normally Adjustment to AC In combat • Dex bonuses are 1/2(rounded up) , unless 5 or more ranks in tumble or balance Spells Fire type spells do not work underwater Electrical/ Acid type spells become area effect spells Sonic type spells double distance and damage Light type spells area effect is reduced by 1/2 No Verbal Component spells function underwater |