Dervish Dancing Underwater


Advice


I'm building a Dervish Dancer and taking it into Skull & Shackles. Given that the campaign is based on a ship, I have a feeling that there are going to be at least a few underwater encounters. I'd like to not be totally useless for them.

Does anyone know how my dex based character can stay effective while underwater? It seems like my only two choices are to grab a piercing weapon (losing my dex bonus) or fire an underwater crossbow. I have a +1 strength modifier, so that either gives me 1d6+1 or 1d8. Neither option seems great.


What level are you?

- You can suck it and do 1/2 damage. That isn't useless... it's just less optimal.

- I can't research from where I am,but aren't there a few spells that can help (other than freedom of movement, of course)

Assuming this is NOT PFS:
- Ask the GM for a houseruling letting you use a rapier instead. I'd certainly allow it as a one-off (thematically appropriate to the AP).

Sczarni

Freedom of Movement, or for that matter Ring of Freedom of Movement are your best friends.


It's a home game. We're starting at level 1. I have no idea when (or if) we'll ever encounter an underwater scenario, so I hope to be ready for them as early as possible.

I've already worked with the GM on a houserule to let me Dervish Dance with a cutlass (same stats but more flavor) so the rapier is a no-go.

Freedom of Movement is a good option for when I get up to 4th level Bard spells. I may pick up a scroll earlier if I can afford it.


Scroll of Freedom of Movement.
Vest of something - gives you FoM 1/day for $10,000.
Or get an Agile rapier - will cost a bit but another option.


I guess the Agile rapier is your best bet (+2 equivalent). Depending on your dex, I'd stick with the scimitar/cutlass for now. If you have +4 bonus to dex, you're about equal
Underwater: 1d6+1 vs 1d3+2

Too bad there's no feat you can take to add versatility to your weapon so that you can use the point of the cutlass. Especially due to

Quote:


You treat the scimitar cutlass as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability).


I just started playing Skull and Shackles and I can tell you that there isn't a ton of combat so far in the campaign, but there is definitely underwater combat. So far it's been 1 out of 3 fights. We're probably 25% through the first adventure path.

As far as how to remedy it...Freedom of Movement once it becomes available. Otherwise, I would probably just take the half-damage with the Scimitar. It is my opinion that the AP takes into account that underwater combat has the PCs at a disadvantage (especially at early level) so I wouldn't sweat it too much.

Grand Lodge

Get Oils of Versatile Weapon? Can cover a lot of situations.


versatile weapon only allows you to ignore DR. Doesn't help in this case...

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