
Waldham |

Hello, what are the effects from deep ocean pressure ?
In the real world, the water pressure past certain depths can easily crush vehicles and creatures that aren't specifically built to handle it. Even with the right gear, rapid changes in pressure can result in decompression sickness, which can cause loss of consciousness or death. Early diving equipment such as the suit and bathysphere presented here were dangerous to use, and losing air pressure to a diving suit could result in the wearer becoming lethally compressed into their helmet. However, for simplicity, Pathfinder's core rules for underwater adventuring don't include any rules for damage from pressure. If you wish, you can use environmental damage to simulate it.
Bludgeoning damage ? Sickness ? unconscious ? Death ?
What do you use to simulate this ?

Sibelius Eos Owm |
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For pressure I'd use bludgeoning or untyped damage. Past a certain threshold the oxygen in your blood causes a sense of euphoria if I recall. Not sure what to call that except probably stupefied. Unconsciousness, then Death could be the consequence for lingering too long below this threshold (which, irl mind you, is not very deep at all without special equipment)
For the bends (ie decompression sickness--coming up too fast without adjusting pressure) I'd do at minimum sickened, perhaps with a proviso that it can't be cured until the condition ends. Perhaps model it as an affliction. More severe cases of the bends should include Slowed for the same duration as Sick. I don't remember if decompression irl results in unconsciousness, but certainly if you have a bad case of it, it can kill you.

HammerJack |

Hello, what are the effects from deep ocean pressure ?
Quote:In the real world, the water pressure past certain depths can easily crush vehicles and creatures that aren't specifically built to handle it. Even with the right gear, rapid changes in pressure can result in decompression sickness, which can cause loss of consciousness or death. Early diving equipment such as the suit and bathysphere presented here were dangerous to use, and losing air pressure to a diving suit could result in the wearer becoming lethally compressed into their helmet. However, for simplicity, Pathfinder's core rules for underwater adventuring don't include any rules for damage from pressure. If you wish, you can use environmental damage to simulate it.Bludgeoning damage ? Sickness ? unconscious ? Death ?
What do you use to simulate this ?
The section you just quoted states that there isn't a default but that you might use the Environmental Damage rules if you want. Those are on CRB page 512.

breithauptclan |

It doesn't really have much though. Just a table with a rather wide range of how much damage to deal. No specifics of damage types or other such things. For that the GM is going to have to make some decisions.
Which makes sense. Trying to print up rules and tables for all possible environmental damage options would be an entire book of its own - and would still be incomplete.

Gisher |
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The PF1 deep water rules might provide a bit of inspiration.
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 rules presented in the Pathfinder RPG Core Rulebook for underwater combat apply to creatures not native to this dangerous environment, such as most PCs. For extended aquatic adventures or for particularly deep explorations, PCs will doubtless need to use magic to continue their adventures. Water breathing is of obvious use, while endure elements can help with temperature. 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).