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Quandary wrote:
One wierd thing is that Underwater Combat rules give attack penalties for Bludgeoning/Slashing and Piercing (-2 att/half damage, with Piercing only suffering that when Off Balance, i.e. failed Swim Check and no Firm Footing). But Bullrush and Over-Run have no damage type, so are never subject to that by RAW. I would rule that to be treated as Bludgeoning for that purpose (unless otherwise over-ruled, e.g. using Barbarian Knockback-Bullrush with a Piercing Spear), but that is outside of RAW. The rule should really have been written so that ALL attacks EXCEPT Piercing automatically suffer that penalty, with Piercing having it's own exception.

Also leaning this way on the damage reduction for charge. The damage reduction on the piercing weapons apply only when you do not have swim speed, FOM, firm footing, or passed a swim check.

I am reading the normal movement rate for this condition as an error on this chart. It would not make sense that you can take a normal move if you can only go 1/4 for a successful swim check.


Quandary wrote:
This is all adequately covered by the rules, if you just read what is written and apply it.
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a. Would they work if you do not have a swim move rate?

You cannot Charge or 5' step thru water if you do not have a Swim speed, as the only movement allowed is via Full Round or Move Actions. The other Maneuvers don't NEED to be done with a Charge, with Bullrush you don't need to move at all, and you can use a regular Move Action (subject to 1/4 speed for swimming) to use any follow-up/linked movement with either Bullrush or Over-Run... The only difference vs. normal Move Action+Standard Action Bullrush/Over-Run on dry land is that the distance is reduced. If you can threaten a creature swimming in water from a valid square of land, you can of course Charge up to that spot running on land, and Charge-Bullrush them, although you can't continue your movement thru water unless you have a Swim Speed.

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b. If you do have a swim move rate then how would they work against someone who does not have footing and/or a swim move rate?

The only way those come into play is if the target does not have Firm Footing AND failed their normal Swim check on their turn, which makes them Off Balance and suffering loss of DEX to AC and all opponents get +2 to hit them, but that applies the same vs. normal attacks. (Environment: Underwater Combat rules) Of course, abilities like Dwarven Stability don't apply their CMD bonus unless standing on firm ground.

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c. What about spells like Hydraulic Torrent or Hydraulic Push that use water to push?

Nothing about these spells works differently underwater.

Thank you for your help on this. It was the way I was leaning on it.


Claxon wrote:
I'm not sure it's adequately covered in the rules, but if there is an official answer I would like to see it.

I have not seen this mentioned in rules, and I have not see this covered in any thread so far. It might be just mostly covered with movement in the underwater combat section in the CRB. It does give guides for movement underwater with swim skill use, FOM, swim speed and having nothing, but not the effects for bull rush, charging, and overrun. Damage from type of weapon damage is covered.


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I am in a group that will be entering a water zone and I had a few things I was hoping to get cleared up.

Charges, Bull Rush, Overrun type attacks and effects.

a. Would they work if you do not have a swim move rate?

b. If you do have a swim move rate then how would they work against someone who does not have footing and/or a swim move rate?

c. What about spells like Hydraulic Torrent or Hydraulic Push that use water to push?

I have seen that the move rate underwater is 1/4 without a swim move rate. So I see how that would effect some if it, but for the most part these three attack options need footing to get momentum. I can see a shark using a charge no problem, but an elf underwater?