Adventure in the Deep...


Advice and Rules Questions


Hello fellow gamers, i´m looking for some advice: are there any official rules for enviromental hazards of hydrostatic pressure.
I´m running an adventure in Skull&Shackles AP, and the PCs/Pirates are about to take a dive into the deep seas (600 to 3000ft., i.e. mesopelagic) and i got everything covered by magic: darkness<continual flame, coldness<endure elements, lack of breathable air< water breathing, communal...BUT how do i deal with high pressure. Is there a spell/magic item to prevent the heroes being crushed to pulp?
Group of four (Ranger, Witch, Bard/Cavalier, Wizard)Level 5th.
Any suggestions, advices, ideas?
Thanx in advance...
p.s. Merry Christmas and a happy New Year.


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Yes, but it's 3pp. The review of Cerulean Seas says that it has all kinds of rules, goodies and monsters for this kind of thing.


GreatKhanArtist wrote:
Yes, but it's 3pp. The review of Cerulean Seas says that it has all kinds of rules, goodies and monsters for this kind of thing.

Sorry no 3pp material for now...


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

IIRC there is a soon-to-be-released book from Paizo specifically about underwater adventures...

Oh, Here it is: Aquatic Adventures for sometime next June.


The CRB talks about water pressure:

CRB Environment Rules wrote:
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.

The GMG talks about how to avoid pressure damage:

Game Mastery Guide wrote:

[...]Pressure damage can be avoided entirely with effects such as freedom of movement.

Polymorph spells are perhaps the most useful in water, though, if the form assumed is aquatic in nature.
Natural Adaptation: Any creature that has the aquatic subtype can breathe water easily and is unaffected by water temperature extremes that are found in that creature’s typical environment. Aquatic creatures and creatures with the hold breath ability are much more resistant to pressure damage; they do not suffer damage from pressure unless they are moved instantaneously from one depth to another in the blink of an eye (in which case they adapt to the pressure change after successfully making five successive Fortitude saves against the pressure effects).

So Freedom of Movement and appropriate polymorph spells will do the trick. I personally also allow the Life Bubble spell to protect against pressure hazards, as it provides a "1 inch shell of tolerable living conditions". Any of these options can be achieved by using scrolls that grant the appropriate spells.


Nice...

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