Beneath the Southseas (Inactive)

Game Master Matt, Garnished Game Designer


Homebrew and Selective Rules

Equipment
Buoyant (Armor Quality)

Spoiler:

A character who is proficient with the type of buoyant armor he is wearing only takes a -1 Armor Check Penalty on Swim checks (this can be further reduced by the masterwork quality).

Buoyant armor adds +50 gp to the cost of light armor, +200 gp to the cost of medium armor and +300 gp to the cost of heavy armor.

Progressive Adaptation
No character can begin with the aquatic subtype. As the campaign progresses, characters will learn to adapt and survive in the aquatic environment.

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Player Resources

References:

Beneath the Southseas
Player’s Guide

Important Rules to Keep in Mind

Swim
http://www.d20pfsrd.com/skills/swim

Aquatic Terrain
http://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquati c-terrain

Water Dangers
Water

Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).

By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades).

Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Drowning

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.