
ElterAgo |

Ok, a fairly standard group of adventurers finds they have a mission they suspect may include significant underwater exploration and combat.
What kinds of gear, magic items, spells, potions, scrolls, or whatever should they be looking to purchase?
Note: In this case I am talking a PFS group, pretty heavy on the spell casters, level 10+, approx 5k to 10k disposable cash each, and not a career expectation so we don’t want to spend a fortune.
However, I’m not just looking at solutions for this group. I would like this thread to be more of a general underwater prep thread. So something like:
Levels 1-3, here is what you can afford or do yourself.
The wealth/spells at level 4-6 open up these options.
Etc…

DeviousDevious |

Level 3 you can get Aboleth's Lung, which is a poor-man's water breathing, at 1 hr / CL, and you actually stop being able to breath air for the duration. At Level 5, actual water breathing become a thing, and you'll be MUCH happier.
Obvious: Avoid Fire Spells where possible, for extra fizzle chance.
Not-So-Obvious: Try to get martials using piercing weapons, because slashing and bludgeoning have penalties.
Freedom of Movement is your friend.

gamer-printer |

You should check out the Cerulean Seas setting by Alluria Publishing for just the rules alone, if not the setting itself. There are rules for undersea 3D combat, pressure, bouyancy and carrying capacity, light zones, tides, currents, equipment, money, skills and traits, new undersea races. There is no more fully realized undersea adventuring and conditions than any other previously published setting or module beneath the ocean than this series of products. If you never plan to adventure beneath the waves, you don't need this book, but if you want a full adventure under the sea, there is no substitute - this is the definitive sourcebook for Pathfinder under the sea.

ElterAgo |

Did a little searching at lunch. So far in the sorc spell list I have found:
Assuming minimum caster level:
Potions cost twice as much as the scroll.
Air Bubble scroll, 25 gp, 1 minute breathable air
Air Bubble wand, 750 gp
Monkey Fish scroll, 25 gp, 1 min of 10’ climb and swim speed if lightly encumbered
Touch of the Sea scroll, 25 gp, 1 minute 30’ swim speed, +8 swim check
Aboleth’s Lung scroll, 150 gp, 180 minutes split among party, CAN’T BREATH AIR
Aboleth’s Lung wand, 4500 gp
Alter Self scroll, 150 gp, 3 minutes in aquatic humanoid form for 30 swim and water breathing
Animal Aspect scroll, 150 gp, 3 minutes, half speed swim, hold breath 4 rounds before checks
Bouyancy scroll, 150 gp, IMMEDIATE CAST, 3 rounds, float
Slipstream scroll, 150 gp, 30 minutes of +20’ swim speed
Water Breathing scroll, 375 gp, 600 minutes split among party
Water Breathing wand, 11250 gp
Beast Shape I scroll, 375 gp
Fly scroll, 375 gp, can’t see any reason this wouldn’t work underwater for 3 minutes

Errant Mercenary |

You should check out the Cerulean Seas setting by Alluria Publishing for just the rules alone, if not the setting itself. There are rules for undersea 3D combat, pressure, bouyancy and carrying capacity, light zones, tides, currents, equipment, money, skills and traits, new undersea races. There is no more fully realized undersea adventuring and conditions than any other previously published setting or module beneath the ocean than this series of products. If you never plan to adventure beneath the waves, you don't need this book, but if you want a full adventure under the sea, there is no substitute - this is the definitive sourcebook for Pathfinder under the sea.
Second this, a fantastic product. Slightly overwhelming for a one-off but you can salvage some rules that are spotless. The work theyve done in the setting is by far the best out there.

Anonymous Visitor 163 576 |

Things to think about for players:
1) air. Obviously magic is the easiest answer, but not needing to breathe is a second possibility. Wild shape is fantastic as well, and overall, a Druid will make your lives much easier.
2) visibility. This will be limited, you job is to extend your senses somehow. Dark vision, scent, detect evil, anything you can manage. Divination spells are an option, as are old fashioned scouts, posted in front and behind at the very least. That way, when your celestial dolphin dies, you'll know something nasty is nearby.
3) speed. Many creatures can be faster than you. Have a good escape plan, and don't spread out so far that you can't lend each other help.
4) weapons. Make sure that you know how your weapons work above and below the surface. Buy an underwater crossbow for your gunslinger, and have your fire Mage load up on magic missiles and haste,
5) consider summoning some help. Many aquatic options are tough for their level.
6) navigation. Know where you're headed. You can't exactly follow the footprints.

Khelreddin |

That's a pretty good list, and it seems the water breathing scroll is the way to go for basic survival. Potions of Touch of the Sea are cheap, and it can be helpful if people don't have to wait for the caster in order to get better mobility.
FYI, Alter Self does not grant water breathing, even if the form you change into can breathe water. It does, however, grant a swim speed of up to 30' if the new form has one.

![]() |

Air Bubble can also protect firearms making them useable under water.
Also it has no verbal componement, making it easier to cast under water (if not on scroll - wet paper and all...)
Strategies are different in 3 dimensions. It is easier to 5 ft. step out of reach, but harder to find cover. Most enemies has movement superiority and can easily flee and regroup.
Just my 5 cents

ElterAgo |

Oddly I didn't find anything else on the druid list to help. I really expected to find a few new ones there. Druids do get a few nice ones, but they are all personal range spells. That won't help the group and it's not something I can recommend as general purchases for use.
Well... Maybe if you have a high UMD you can make use of it. But not too many players usually keep as high of UMD as I do.
I haven't gone through all the other lists yet.

![]() |

Underwater stuff entails far more then just water breathing.
Weapons function differently, spells and spellcasting operate differently.
Without stuff like freedom of movement, the player's speeds will be really, really slow.
Non piercing weapons are next to useless and heavy armor turns into a liability (even if you can still breathe).
My suggestion as a DM is to brush up on swallow whole rules and invest in creatures with reach. I still question who thought giant anemones were good 'creatures' when they are essentially immobile.