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  1. Notes

Environment

Rules

Drenchport: Approx. 80 m.; Weather mod. +36

Hell Harbor: Approx. 150 m.; Weather mod. +12

Port Peril: Approx. 250 m.; Weather mod. +8

Slipcove: Approx. 275 m.; Weather mod. +4

Quent: Approx. 295 m.; Weather mod. +4

Ollo: Approx. 320 m.; Weather mod. +0

Water Hazards

Beaches: Grounding a ship on a beach is a less dangerous option than on reefs or rocks, but it still has its hazards. Landing on a beach intentionally inflicts 3d6 points of damage to the Below the Waterline Location (hardness still applies normally); in addition, your ship is stuck and unable to move under its own power. A Mate or Mates can direct ten crewmen per Hull Location to free the ship. To successfully free the ship requires a DC 25 Profession (sailor) check and 1 hour. The DC assumes a light load. If your ship is carrying a medium load, the DC is 30 and requires 15 crew per Hull Location; if your ship is laden with a heavy load, the DC is 35, and requires 20 crew per Hull Location.

Coastal Fortresses: Coastal fortifications are treated much like other ships with a number of Locations, crew, and guns. A coastal fortress has the advantage of being able to carry any amount of guns, which are usually larger with a longer range than ship-mounted cannon. A fortress Location is made of stone, with a hardness of 10 and 500 hp per Loca - tion. A fortress never takes on water or sinks and is destroyed if all its Locations are reduced to 0 hp. A fortress is the most likely place to see the biggest gun — the 68-pounder. 

Estuaries/Rivers: Rivers and estuaries have a prevailing current that pushes ships downstream. This is represented by a constant movement rate (usually between 10 ft. per round and 40 ft. per round) being applied to a ship’s movement in the direction of the current. If a ship has a movement of 0 or less after this current is applied it wallows 45 o towards the direction of the current. 

Reefs, icebergs and other submerged obstacles: Dangerous underwater obstacles can sink an unwary ship, and have one of three depths. These depths relate to how low in the water a ship sits, which is determined by its load (Light, Medium, Heavy), as dictated by its encumbrance. Heavily laden ships sail lower in the water and are susceptible to impact with deeper obstacles. 


UNDERWATER OBSTACLE DEPTH DEPTH SHIP ENCUMBRANCE TO STRIKE OBSTACLE

Waterline or above Any

Shallow Medium, Heavy

Deep Heavy 

If a ship hits an object, that object inflicts damage directly to the Below the Waterline Location, as shown in Table 36. This damage is also applied to the object that the ship struck, and is modified by the ship’s Strength score.


DAMAGE BY OBJECT SIZE

SIZE OF OBJECT

DAMAGE

INFLICTED

Small 1d6

Medium 1d8

Large 2d6

Huge 3d6

Gargantuan 4d6

Colossal 5d6

Underwater

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).

  • Slashing/Bludgeoning Piercing Movement Off Balance? Notes
  • Freedom of movement normal/normal normal/normal normal No
    • (1) Off-balanced/failed swim check = no dex to AC/+2 bonus to hit flailing creature
  • Has a swim speed –2/half normal normal No
    • (2) no freedom of movement/swim speed = -2 to grapple, but deals normal damage
  • Successful Swim check –2/half (2) normal quarter or half (3) No
    • (3) swim check = 1/4th speed as a move action, 1/2 speed full round action
  • Firm footing (4) –2/half (2) normal half No
    • walk on bottom, braced against ship hull etc = firm footing. can only walk on bottom if weighed down (8lbs/small, 16lbs/medium, 32lbs/large, etc)
  • None of the above –2/half (2) –2/half normal Yes (1)

Ranged Attacks Underwater Ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. Thrown weapons are ineffective underwater, even when launched from land.

Attacks from Land freedom of movement (land-based enemies) = ignores water-based cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. completely submerged = total cover against opponents on land (unless those opponents have freedom of movement effects).

Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. water-based cover = swimming, floating, or treading water on the surface, or wading in water at least chest deep from opponents on land.

Spellcasting Underwater A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater)

Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Fire (Underwater) Nonmagical fire (including alchemist's fire) does not burn underwater. supernatural fire effect is ineffective unless its description states otherwise surface of water blocks line of effect on fire spell, even if CL check succeeds.

caster level check (DC 20 + spell level) to use fire spells or spell-like effects. success = bubble of steam instead of fire, but otherwise works as described

Stealth & Detection Underwater

  • Clear Water = can see 4d8 × 10 feet
  • Murky Water = 1d8 × 10 feet.
  • Flowing water = murky. Giant, slow-moving rivers, lakes and oceans are clear. very little cover or concealment (except along the sea floor).

Invisibility concealment (20% to miss), but not total concealment (50% to miss). Water is displaced, leaves a visible, body-shaped "bubble".

Water Speed Checks

Flowing Water

Large, placid rivers move at only a few miles per hour = still water.

  • rough/swift water = move downstream 10-40ft per round.  (Swim DC 15)
  • white-water rapids/stormy water = 60-90ft per round. (Swim DC 20)
  • If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position relative to the riverbank can spend some or all of her turn swimming upstream. 

Non-Flowing Water

  • Lakes/Oceans = swim checks (DC 10 / calm, DC 15 / rough, DC 20 / stormy)

Underwater characters can move in any direction.

Swept Away

  • Water moving 60ft/round = Swim DC 20 to avoid going under.
  • Swim check succeeds by 5 or more = no longer carried away, caught on terrain.
  • Three consecutive DC 20 swim checks, free from terrain = escapes rapids.
  • Strength DC 15 (rescuer) & Strength DC 10 (victim) to pull a rescuer to safety. If both checks succeed, the victim is pulled 5 feet closer to safety. Characters that go underwater need a way to breath, or else they might drown.

Flooding Conditions

  • A river rises by 1d10+10 feet, width increases by a factor of 1d4 × 50%.
  • Swim checks are one category harder . Rivers also become 50% swifter.

Fords might disappear for days, bridges might be swept away, and even ferries might not be able to manage the crossing of a flooded river.


Water Dangers

Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).

Fast-moving Water By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades).

Water Pressure 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.


Drowning Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

Hot Water Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

Cold Water Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Weather

d% Weather Cold Climate Temperate Climate (1) Desert

01–70 Normal weather Cold, calm Normal for season2 Hot, calm

71–80 Abnormal weather Heat wave (01–30) Heat wave (01–50) Hot, windy

or cold snap (31–100) or cold snap (51–100)

81–90 Inclement weather Precipitation (snow) Precipitation (normal for season) Hot, windy

91–99 Storm Snowstorm Thunderstorm, snowstorm Duststorm

100 Powerful storm Blizzard Windstorm, blizzard, hurricane, tornado Downpour


1 Temperate includes forests, hills, marshes, mountains, plains, and warm aquatic environments.

2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.


Calm Wind speeds are light (0 to 10 mph).


Cold Between 0° and 40° Fahrenheit during the day, 10 to 20 degrees colder at night.


Cold Snap Lowers temperature by –10° F.


Downpour Treat as rain (see Precipitation, below), but conceals as fog. Can create floods. A downpour lasts for 2d4 hours.


Heatwave Raises temperature by +10° F.


Hot Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.


Moderate Between 40° and 60° Fahrenheit during the day, 10 to 20 degrees colder at night.


Powerful Storm (windstorm / blizard / hurricane / tornado) Wind speeds are over 50 mph (see Table: Wind Effects). In addition, blizzards are accompanied by heavy snow (1d3 feet), and hurricanes are accompanied by downpours. Windstorms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes can last for up to a week, but their major impact on characters comes in a 24-to-48-hour period when the center of the storm moves through their area. Tornadoes are very short-lived (1d6 × 10 minutes), typically forming as part of a thunderstorm system.


Precipitation Roll d% to determine whether the precipitation is fog (01–30), rain/snow (31–90), or sleet/hail (91–00). Snow and sleet occur only when the temperature is 30° Fahrenheit or below. Most precipitation lasts for 2d4 hours. By contrast, hail lasts for only 1d20 minutes but usually accompanies 1d4 hours of rain.


Storm (Duststorm / Snowstorm / Thunderstorm) Wind speeds are severe (30 to 50 mph) and visibility is cut by three-quarters. Storms last for 2d4–1 hours. See Storms, below, for more details.


Warm Between 60° and 85° Fahrenheit during the day, 10 to 20 degrees colder at night.


Windy Wind speeds are moderate to strong (10 to 30 mph); see Table: Wind Effects.


Rain, Snow, Sleet, and Hail

Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as a dense fog.


Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below might produce ice.


Rain Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.


Snow Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.

Heavy Snow Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm). Snow has the same effect on flames as moderate wind.


Sleet Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground.


Hail Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.


Storms


The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types.


Duststorm (CR 3) These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a greater duststorm to be accompanied by windstorm-magnitude winds (see Table: Wind Effects). These greater duststorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also pose a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.


Snowstorm In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward.

Thunderstorm In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes between 4d8 and 10d8 points of electricity damage. One in 10 thunderstorms is accompanied by a tornado.


Powerful Storms Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table: Wind Effects). Powerful storms are divided into the following four types.


Windstorm While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their winds.


Blizzard The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.

Hurricane In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is impossible under such conditions.


Tornado In addition to incredibly high winds, tornadoes can severely injure and kill those that get pulled into their funnels.



Fog

Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).


Winds

The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.


WIND FORCE CHART

Table: Wind Effects

Wind Force Wind Speed Ranged Attacks Normal/Siege Weapons1 Checked Size2 Blown Away Size Fly Penalty

Light 0–10 mph —/—

Moderate 11–20 mph —/—

Strong 21–30 mph –2/— Tiny –2

Severe 31–50 mph –4/— Small Tiny –4

Windstorm 51–74 mph Impossible/–4 Medium Small –8

Hurricane 75–174 mph Impossible/–8 Large Medium –12

Tornado 175–300 mph Impossible/impossible Huge Large –16


1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.

3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.


Light Wind A gentle breeze, having little or no game effect.

Moderate Wind A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.

Strong Wind Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Severe Wind In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.

Windstorm Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.

Hurricane-Force Wind All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.

Tornado (CR 10) All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.


Starvation & Thirst

Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.


A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.


Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.


Suffocation

A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.


When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.


Slow Suffocation A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters.


Blinded

Vulnerable Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).


Half-speed Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.


50% Miss All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.


AC A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.


Skill Check Penalties A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.

No Gaze Attacks Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.


Locating Foes

Free Action Perception to Locate A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature "over there somewhere." It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).

Touch Attack to Locate A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.

Attacked to Locate If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).

Scent A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Darkvision Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.