Aquatic Currency[]
Most drylander forms of money do not work well in aquatic settings for a variety of reasons. Silver and copper corrode very quickly when immersed in sea water. In addition, mining such materials has become extremely difficult as nearly all mining must be performed underwater, often at extreme depths. As a result, aquatic races have developed new forms of currency.
Type | CP | SP | GP | PP | RP | BU/50 pieces |
---|---|---|---|---|---|---|
Cowry | 1 | 1/10 | 1/100 | 1/1,000 | 1/5,000 | -1 |
Shell | 10 | 1 | 1/10 | 1/100 | 1/500 | -1 |
Gold | 100 | 10 | 1 | 1/10 | 1/50 | -10 |
Pearl | 1,000 | 100 | 10 | 1 | 1/5 | -1 |
Round | 5,000 | 500 | 50 | 5 | 1 | -1 |
Cowry pieces (cp) are simply the shells of the ivory cowry, a miniscule snail-like mollusk. Since the size required for currency is greater than the creature's prime reproductive size, harvesting their shells does not greatly affect their population. These mollusks are farmed in most cities, and it is rare to find them of sufficient size in the wild.
Shell pieces (sp) are small disks carved from mother-of-pearl (the pearly substance on the inside of clam, oyster, and mussel shells). Usually they bear the seal of the city they were created in, but sometimes churches or temples will churn out clutches of shell pieces bearing their insignia, both as a means of advertising and to pay their patrons.
Gold pieces (gp) are basically the same type of currency that the drylanders used. Gold does not corrode under sea water and makes excellent underwater currency. Gold pieces made by aquatic cities are stamped by heavy stone presses rather than smelted. It is still common to find gold bearing the seal of some forgotten city of the drylanders, however.
Pearl pieces (pp) are irregularly shaped pearls of a specific size. The majority of pearl pieces are harvested from a distinct species of oceanic clam. They are unusual to find in nature, and are cultivated by most cities.
Round pieces (rp) are perfectly shaped and uniformly colored pearls of a certain size. Most are harvested from a particular type of oyster. They are extremely rare to find in nature, and are cultivated by most cities.
Other forms of currency: Gems are still widely used throughout the sea, as they do not typically dissolve in water, and still harbor considerable rarity. Among these, large colored pearls are the most sought after. Rare shells, corals, and even shark teeth are also used both for trade and to fashion decorative items. Bones of certain rare fish are commonly intricately carved and used as Shell Pieces in some merfolk cities.
Trade goods are measured by volume and size rather than weight, as weight is an unreliable measure under the ocean’s waves.
Cost | Item |
---|---|
1 cp | One gallon of edible kelp, krill, or squid* |
2 cp | One 5-foot-long common edible fish* |
3 cp | One cubic inch of dry iron (approx. ¼ lb.) |
5 cp | One gallon of common shellfish* |
1 sp | One cubic inch of auranite or mithrite |
2 sp | One cubic inch of ever-ice |
5 sp | One cubic inch of mother-of-pearl |
1 gp | One barrel of aqua gravis |
2 gp | One mature wooly sponge* |
3 gp | One sea pig* |
4 gp | One square yard of kelp cloth |
10 gp | One square yard of mussel cloth |
17 gp | One cubic inch of gold (approx. 1/3 lb.) |
*Price is for a living specimen, ¼ price for a dead one.
Buoyancy[]
The Cerulean Seas campaign setting uses a mechanic called buoyancy. Simply put, the higher the buoyancy units, the more strength is required to keep the object from floating. If the units are negative, then more strength is required to keep it from sinking. Most creatures want to obtain zero buoyancy. Sinking items and creatures fall downward at a speed of 10 feet the first round, increasing by 10 feet each round to a maximum of 60 feet. Floating items and creatures rise upward at a speed of 10 feet the first round, increasing by 10 feet each round to a maximum of 60 feet. Zero buoyancy items or creatures sink at a rate of 5 feet per minute if left unattended.
Buoyancy acceleration is always 10 feet per round with a maximum speed upward of 60 feet per round. Swimmers with speeds of greater than 60 feet can move upward at their usual rate. Normal movement can be enhanced if moving in the direction that buoyancy is pulling by up to 10 feet, if the swimmer is moving at a speed of less than 60 feet. For example, if a swimmer with positive buoyancy is swimming upward at 55 feet before the effect of buoyancy is added, buoyancy will add an additional 5 feet to reach a total speed upward of 60 feet. Buoyancy never adds to a character’s speed to make it greater than 60 feet.
Basically, the trick is to keep things from sinking or floating (unless this is desired). If a creature cannot add buoyancy to a sinking item, or add negative buoyancy to a floating item, then it is left with physical strength. Buoyancy boils down to an encumbrance-like system.
Table 1-1 reflects the relation of strength and buoyancy. Add the character’s racial buoyancy units (listed in each race section) to all the buoyancy units of the equipment (listed with equipment) of the character, and total buoyancy is calculated. This number can be positive or negative. Table 1-1 works with both values (just ignore the negative sign when applying the number to the table).
Negative buoyancy scores works the same way as positive buoyancy, except that the character moves down instead of up. Buoyancy movement is always in a straight line—up or down.
Some or all of a creature’s base swim speed can go towards cancelling the effects of sinking or floating. The resolution to cancel buoyancy by sacrificing base speed is a conscious choice made by the character at the beginning of that character’s turn. If the character is unable to make that decision, the default is that none of the base speed is sacrificed. If the character decides to sacrifice some or all of her base speed to decrease buoyancy acceleration, that amount is subtracted from this acceleration. If the character has a medium or heavy load as determined by Table 1-1, this sacrifice is increased by 5 feet or 10 feet, respectively. This additional sacrifice of speed due to buoyancy encumbrance does not affect acceleration, but instead allows a character to sacrifice additional speed to decrease acceleration. Acceleration and base speed can never be less than zero. Table 1-2 covers normal encumbrance penalties, and how much additional speed is required to cancel out buoyancy acceleration based on buoyancy encumbrance.
The beginning of a new round adds 10 feet to the adjusted buoyancy acceleration, with a maximum of 60 feet. The character’s base speed returns to normal at the beginning of her turn, and she may again decide whether or not to sacrifice some of this speed to cancel buoyancy.
Buoyancy movement can happen any time during a characters turn at the discretion of the character, provided that the character is able to swim. If for some reason the character is unable to swim at the beginning of her turn, then she will not be able to cancel her buoyancy, and the movement upwards or downwards happens immediately. If at any point during her turn she is unable to swim and buoyancy has not yet been resolved, buoyancy movement immediately takes effect. In any case, buoyancy must be resolved by the end of the character’s turn. Cancelling buoyancy is a free action, and does not provoke an attack of opportunity. Movement from buoyancy alone also does not provoke an attack of opportunity. Movement from buoyancy happens all at once, and cannot be broken up into shorter spurts during a character’s turn.
With positive buoyancy, the effect of floating is negated when the character reaches an unyielding object (such as the roof of a cave) or reaches the surface. As long as the character moves along that surface, and his buoyancy remains positive, the character may act as if he has zero buoyancy. The same applies to negative buoyancy, as long as the character is moving along the seabed or floor.
The character can drag five times the buoyancy of a heavy load; provided Drag does not prevent this (the mechanics of Drag are detailed later).
Creatures grappling with each other or who are otherwise connected to one another add their total buoyancy together, and can work together or against each other to cancel that buoyancy, provided that they are still able to swim.
Some creatures have built in buoyancy controls such as lungs or swim bladders. These features serve like natural floats (described in Chapter 5: Equipment). This adaptation is denoted as a letter in superscript next to the racial buoyancy rating. This letter is translated as follows.
- Type A Airbladder (lunged creatures, mogogols, sebek-kas, etc.): Can adjust buoyancy as if they had a float of three size categories smaller than they are.
- Type B Airbladder (swim-bladdered creatures, fish, seafolk, etc.): Can adjust buoyancy as if they had a masterwork float of three size categories smaller than they are.
- Type C: Airbladder (creatures with large air-sac, some jellyfish, man-o-wars, etc.): adjust buoyancy as if they had a float of two size categories smaller than they are.
BIGGER AND SMALLER CREATURES[]
The figures on Table 1-1 are for Medium creatures. A larger creature can carry more buoyancy depending on its size category, as follows:
- Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16.
A smaller creature can carry less buoyancy depending on its size category, as follows:
- Small × 3/4, Tiny × 1/2, Diminutive × 1/4, Fine × 1/8.
Merpeds (like sea-cats and hippocampus) can carry bigger loads than other creatures can. Instead of the multipliers given above, multiply the value corresponding to the creature's Strength score from Table 1-1, by the appropriate modifier, as follows:
- Fine × 1/4, Diminutive × 1/2, Tiny × 3/4, Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.
EXAMPLE[]
Myrna has a heavy load of positive buoyancy. Her base swim speed is 30 feet. She is not yet floating, and she wishes to cancel out all movement upward, so it takes 10 feet for the heavy load, and another 10 feet for the speed of which she would float in the first round, leaving her with an adjusted swim speed of 10. If she wished to move upward with this buoyancy, she can use it to her advantage; moving at a base speed of 40 feet upward the first round, and another 10 feet each additional round until she reaches an upward speed of 60 feet at the beginning of the 3rd round. If she reaches a solid object or the surface, she stops. If she hits a solid object, she takes 1d6 points of damage for every 10 feet of speed above 50 that she was traveling (so at 60 feet per round, she would take 1d6 points of damage). If she wishes to slow down, she can use her movement to cancel out her buoyant movement upward, but since she is moving so fast, it will take longer than one round. The first round she spends all her speed to cancel her buoyancy, which is 30 feet.
Unfortunately, this only slows her down to 40 feet per round since it takes an additional 10 feet for her heavy load. In the next round, she can sacrifice her speed again to obtain an upward velocity of 20 feet per round. Finally, in the third round of deceleration she can sacrifice her swim speed again to maintain the effects of zero buoyancy.
Str Score | Light Load | Medium Load | Heavy Load |
---|---|---|---|
1 | 9 bu. or less | 10–18 bu. | 19–30 bu. |
2 | 18 bu. or less | 19–39 bu. | 40–60 bu. |
3 | 30 bu. or less | 31–60 bu. | 61–90 bu. |
4 | 39 bu. or less | 40–78 bu. | 79–120 bu. |
5 | 48 bu. or less | 49–99 bu. | 100–150 bu. |
6 | 60 bu. or less | 61–120 bu. | 121–180 bu. |
7 | 69 bu. or less | 70–138 bu. | 139–210 bu. |
8 | 78 bu. or less | 79–1 59 bu. | 160–240 bu. |
9 | 90 bu. or less | 91–180 bu. | 181–270 bu. |
10 | 99 bu. or less | 100–198 bu. | 199–300 bu. |
11 | 114 bu. or less | 115–228 bu. | 229–345 bu. |
12 | 129 bu. or less | 130–258 bu. | 259–390 bu. |
13 | 150 bu. or less | 151–300 bu. | 301–450 bu. |
14 | 174 bu. or less | 175–348 bu. | 349–525 bu. |
15 | 198 bu. or less | 199–399 bu. | 400–600 bu. |
16 | 228 bu. or less | 229–459 bu. | 460–690 bu. |
17 | 258 bu. or less | 259–519 bu. | 520–780 bu. |
18 | 300 bu. or less | 301–600 bu. | 601–900 bu. |
19 | 348 bu. or less | 349–699 bu. | 700–1050 bu. |
20 | 399 bu. or less | 400–798 bu. | 799–1200 bu. |
21 | 459 bu. or less | 460–918 bu. | 919–1380 bu. |
22 | 519 bu. or less | 520–1038 bu. | 1039–1560 bu. |
23 | 600 bu. or less | 601–1200 bu. | 1201–1800 bu. |
24 | 699 bu. or less | 700–1398 bu. | 1399–2100 bu. |
25 | 798 bu. or less | 799–1599 bu. | 1600–2400 bu. |
26 | 918 bu. or less | 919–1839 bu. | 1840–2760 bu. |
27 | 1038 bu. or less | 1039–2079 bu. | 2080–3120 bu. |
28 | 1200 bu. or less | 1201–2400 bu. | 2401–3600 bu. |
29 | 1398 bu. or less | 1399–2799 bu. | 2800–4200 bu. |
+10 | x4 | x4 | x4 |
Load | Max Dex | Check Penalty | Speed to Cancel |
---|---|---|---|
Medium | +3 | -3 | +5 feet |
Heavy | +1 | -6 | +10 feet |
Land Encumbrance[]
Keeping track of weight and land encumbrance is really too much for a mostly underwater game (just as buoyancy would be too much to keep track of in a land-based game). So here is a “quick and dirty” way of determining whether or not the character can move on land and how well. Note that this mechanic takes into account that the character is totally waterlogged, and that most sea creatures out of the water practically collapse under their own weight.
Str Score | Light Load | Medium Load | Heavy Load |
---|---|---|---|
1-12 | no equipment | lightly equipped | moderately equipped |
13-23 | lightly equipped | moderately equipped | heavily equipped |
24-29 | moderately equipped | heavily equipped | light storage |
- No Equipment: The character is wearing nearly nothing.
- Lightly Equipped: One or two weapons, light armor or clothing.
- Moderately Equipped: two or more weapons, medium armor, backpack
- Heavily Equipped: Lots of weapons, heavy armor, full backpack
- Light Storage: As heavily equip, plus character is storing extra equipment.
Drag[]
Drag is the hidden mechanic under the sea that is even more advanced physics than buoyancy.
Basically, the bigger the surface area, the harder it is to move under the water. Drag is what makes big objects appear to move in slow motion. Even an item that has zero buoyancy may be so huge that the water around it prevents you from budging it. Table 1-4 explains the effects of drag. It can be assumed that items smaller than “Small” have no significant drag. Size is based on the face of the smallest side. From 1 to 2 square feet it is small, from 3 to 5 square feet it is medium, and from 6 to 10 square feet it is large.
These rules apply only to inanimate objects or immobilized creatures, as beings that can move of their own volition can cancel the effects drag has on their own body. Likewise, incorporeal creatures and objects are immune to the effects of drag.
Note that it is nearly impossible to move a large sheet of metal through the water by pushing it face first, but turning it sideways it is quite easy (that is why you take the area of the smallest side). Only very fast and strong creatures can move a large object under water. The table can be extrapolated by multiplying each category by 5, but this probably will not be necessary. A creature with zero or negative speed cannot move.
Strength Score | Size of Object | Base Speed Adjustment |
---|---|---|
1-3 | Small | -10 |
4-6 | Small | -5 |
7-10 | Small | 0 |
11-14 | Small | 0 |
15-18 | Small | 0 |
19-21 | Small | 0 |
22-25 | Small | 0 |
26-29 | Small | 0 |
1-3 | Medium | -50 |
4-6 | Medium | -45 |
7-10 | Medium | -40 |
11-14 | Medium | -35 |
15-18 | Medium | -30 |
19-21 | Medium | -25 |
22-25 | Medium | -20 |
26-29 | Medium | -15 |
1-3 | Large | -250 |
4-6 | Large | -225 |
11-14 | Large | -175 |
15-18 | Large | -150 |
19-21 | Large | -125 |
22-25 | Large | -100 |
26-29 | Large | -75 |
Pressure[]
Water has weight, and weight exerts pressure. In reality, pressure does many things that will not be covered in this game (for the sake of simplicity). However, it wouldn't be an underwater setting if water pressure wasn't a danger. For a non-sea dweller, water pressure has effects at 50 feet of depth or even less. But a sea-dweller is built to handle greater pressure. Pressure resistance varies from race to race, although the effects of going outside that range are the same.
The mechanic for this is called Depth Tolerance. Every race has a Depth Tolerance rating listed in feet. For every 100 feet beyond this number, the creature is affected according to Table 1-10: The Effects of Pressure.
If the character misses the Fortitude save, he takes the damage (considered bludgeoning damage). If he makes the Fortitude save, the pressure category lowers by 100 feet for the next round and he takes no damage. If at any time the depth equivalent becomes lower than 100 feet, the character has acclimated to the new pressure, and no longer has to make saves. The character keeps this adjusted depth tolerance until he reaches a lesser pressure category, at which point he becomes instantly acclimated. Rising too fast in this situation can result in harmful effects (see "the Bends").
EXAMPLE[]
Garano of the Seafolk has a Depth Tolerance of 300 feet. He swims down 420 feet from the surface and must make a Fortitude save DC 10 (as he is between 100-199 feet below his tolerance). The first round, he misses it, and takes 1d6 points of nonlethal damage. The next round, he sinks down another 100 feet. He now must make a Fortitude save DC 15. He misses it and this time takes 2d6 points of nonlethal damage. Poor Garano decides to hold his ground and not sink down any further. The next round, he must make another Fort save, DC 15. This time he makes it! He takes no damage, and 100 feet gets knocked off of the depth. Next round he must make a Fortitude save DC 10. He makes this one too! Garano is now acclimated to this depth. His Depth Tolerance is temporarily 500 feet for a long as he stays at this depth or deeper. Garano is brave, and decides to go down another 100 feet, and must make a Fort save DC 10. He misses and takes 1d6 nonlethal damage. The next round, he swims back to 520 feet below the surface, and does not need to make a save. However, as soon as he climbs above 500 feet, his Depth Tolerance drops by 100. When he is back at 399 feet, all his hard work at pressure acclimating goes away and he must go through it all again if he wishes to reach deeper depths once more.
Some creatures are naturally acclimated to extreme depths, and have problems with low pressure. This is called pressure sensitivity. The mechanic for this works the same way, with Table 1-5. For example, when a nommo with pressure sensitivity gets within 100 feet from the surface, he must make a Fort save each round, DC 15, or take 2d6 damage. He can acclimate to lower pressure by the same means as a creature acclimating to a higher pressure.
“THE BENDS”[]
"The Bends" happens when gas bubbles appear in the bloodstream from rapid depressurizing. While within the range of depth tolerance, a creature does not have to worry about this effect; their body is well accustomed to changes in pressure in that range. However, if a creature becomes acclimated to a pressure that is much different than he is used to, and quickly ascends to shallower depths, this change in pressure can cause terrible effects. Plants, constructs, and undead are immune to the bends.
100 feet per minute is the maximum rate of ascension to avoid any ill effects. A character can rise 100 feet in one round without ill effects, so long as he doesn't raise another 100 feet for at least a minute. A character that rises more than 100 feet in a minute will take 1d4 Constitution damage per each additional 100 feet traveled in that minute. A character 1200 feet under the surface with Depth Tolerance 300 who became acclimated to a depth of 1000 feet who became suddenly jettisoned to the surface in less than a minute will take 6d4 points of Constitution damage (which may kill him if his Constitution falls below 1 point). To figure this out easily, ignore both any distance traveled outside of the range the character was acclimated to and any distance traveled within his normal depth tolerance, and subtract 100 (for the amount of distance that can be traveled safely).
Feet Beyond Depth Tolerance | Fortitude Save DC | Damage from Pressure |
---|---|---|
100 - 199 feet | DC 10 | 1d6/round nonlethal |
200 - 299 feet | DC 15 | 2d6/round nonlethal |
300 - 399 feet | DC 20 | 3d6/round |
400 - 499 feet | DC 25 | 4d6/round |
500 - 599 feet | DC 25 | 5d6/round |
600 - 699 feet | DC 25 | 6d6/round |
700 - 799 feet | DC 25 | 7d6/round |
800 - 899 feet | DC 30 | 8d6/round |
900 - 999 feet | DC 30 | 9d6/round |
1000 - 1099 feet | DC 30 | 10d6/round |
+100 feet | +1 DC | +1d6/round |
Water Currents[]
Water currents move at a particular speed in a particular direction. They can add to your speed if you wish to go in the same direction of the current, otherwise they subtract from your base speed. If the current is faster than a character’s base speed, he is swept away at a rate equal to the speed of the current minus any of his base speed that he wishes to sacrifice to the current, in the same way that this is done for buoyancy. For example, if a character enters a water current of speed 100 feet and his base speed is 60, he will be swept away for at least 40 feet per round for as long as he is in the current. Water currents that run vertically can affect buoyancy.
Unlike buoyancy, water currents have an immediate velocity with no acceleration. As soon as a character enters the stream, they are affected by the full speed of the current. Leaving a current is fairly simple; one makes their way to the edge of the current and swims out. Immediately upon entering or leaving a water current with a speed of 30 feet or greater, a character must make an Acrobatics skill check, with a DC equal to 10 + 1 for every 5 feet above 30 feet that the current is moving. Failure means that the character becomes disoriented (described later in this chapter).
Currents have 3 statistics; speed, direction, and diameter. The speed is the speed at which a character is swept away while in it. The direction is the direction in which the character is swept. The diameter is how wide and tall the current is, which could be anywhere from 5 feet to several miles. Currents often change direction like a winding river.
Water currents can be both a hazard and a convenient means of transportation. Most are easily detectable by sound, sight, and touch. Often they are warmer or colder than their surroundings, depending on their point of origin. Generally, larger currents are slower moving and go very long distances, while smaller ones move quickly for short distances. The Cerulean Current, while is the largest and most significant current in the campaign setting originates from frigid artic waters, moves fairly slow, and changes direction biannually.
RIPTIDE[]
A rip current, or riptide, is a strong channel of water flowing seaward from near the shore, typically through the surf line. Usual flow is at 10 feet, and can be as fast as 50 feet. They can move to different locations on a beach break, up to a few hundred feet a day. They can occur at any beach with breaking waves. Rip currents are stronger when the surf is rough (such as during high onshore winds, or when a strong hurricane is far offshore) or when the tide is low.
A riptide can have a diameter of 10 to 50 feet, moves often but does not quickly dissipate, and always has a direction opposite the shoreline. The best course of action when caught in a riptide is to swim perpendicular to the current, thus eventually leaving it.
UNDERTOW[]
Undertows are below surface rushes of water returning to sea after coming ashore as breaking waves. They typically pull swimmers away from shore and into breaking waves that can submerge even strong swimmers. If there is an area under the waves, such as a break in a sandbar, where water can flow back out to sea more easily, a narrow rip current can form. If there is no weak point in the surf, then the water flows back out to sea under the waves, forming an undertow.
An undertow is a temporary current with a speed of 5 to 25 feet and a diameter of 5 to 20 feet with a downward and seaward direction. Unlike a riptide, they typically dissipate in 1d4 rounds.
Movement[]
Much like on land, there are several modes of movement under the sea. Instead of walk, hustle, and run, the respective terms are paddle, hustle, and race. Despite the change in terms, the mechanics work exactly the same.
No Armor or Light Armor | Medium or Heavy Armor |
---|---|
20 ft. | 15 ft. |
30 ft. | 20 ft. |
40 ft. | 30 ft. |
50 ft. | 35 ft. |
60 ft. | 40 ft. |
Aquatic Combat[]
Combat works essentially the same under the water as it does on land, with a few notable exceptions. While all land moving maneuvers such as a five-foot step and attacks of opportunity apply to swimming, other maneuvers have slightly different effects. The most notable change is that the prone condition is obsolete underwater. This condition has been replaced by the “disoriented” condition. When an effect would normally elicit a prone position, the effect causes the character to be disoriented instead.
Disoriented (condition): The character has lost track of which way is up and therefore cannot account for buoyancy and is terribly off-balance. In addition to not being able to sacrifice swim speed to battle the effects of buoyancy or water currents, the character gains a -4 penalty on melee attack rolls and cannot use any ranged weapon. A spinning and flopping disoriented defender gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Righting oneself is a move-equivalent action that provokes an attack of opportunity.
A character can, as a free action, choose to flop around so erratically that he causes himself to become disoriented. This would be a good way to avoid ranged attacks, as the target becomes harder to hit as its movement becomes chaotic and unpredictable.
Adjacent Squares: Underwater combat happens in three dimensions. Therefore, there are many more places from which one can be attacked. On land, there are usually 8 adjacent squares; right, left, front, back, and the four diagonals. In the sea, there are potentially 26 adjacent squares; the normal eight plus a plane of nine squares both above and below each Medium or Small-sized individual. This also means that an individual threatens all of these squares because they are considered adjacent squares. Swimming creatures can make a 5-foot step into any adjacent square as well, including straight up.
It makes perfect sense for a combatant to back itself against a rock, move to the surface, or swim to the bottom in an effort to eliminate some of these potential openings for attack.
Unfortunately, if these squares aren’t completely occupied by something else, they are considered adjacent. Creatures at the surface of the water could be potentially attacked from the plane above, but only by creatures that can fly or move on the surface of the water.
Weapons: While terrestrial races have a lot of issues using weapons underwater, aquatic races do not suffer the same penalties. Aquatic races not only design their weapons aquadynamically, but they train to use them under the water as well; learning how to overcome the forces of buoyancy and drag to get the greatest striking and damage potential. As long as the character is using weapons tailored for undersea combat (detailed in Chapter 5), using natural weapons or striking unarmed, the character suffers no penalties to hit or damage for being under water, regardless of the type of weapon.
Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, but is often slightly longer than their thrown counterparts.
In currents moving 50 feet or faster, a plunge weapon with positive buoyancy can be launched in the direction of the current, though its range increments are cut in half. Currents also affect plunge weapons that are not moving in the direction of the current, conferring a -2 penalty to hit for every 5 feet of speed that the current is moving, and the range increment is halved. Plunge weapons cannot be launched in a current that is moving 50 feet or greater, unless it is in the same direction of that current.
Plunge weapons are typically made to be either positively buoyant or negatively buoyant and come with attachments that can reverse the polarity of their buoyancy. These attachments are typically one buoyancy unit (bu.) greater than the bu. of the weapon in the opposite polarity of the weapon.
For example, a harpoon that exhibits -6 bu. has an attachment that exhibits 7 bu. to enable it to be launched from below. Adding these attachments takes a move equivalent action.
Masterwork plunge weapons can be adjusted without an attachment, but still require a move equivalent action to reverse their polarity (usually a twisting or pumping action to increase or release pressure inside the core of the weapon, thus changing its density.)
Splash Weapons: These work essentially the same as they do on land, except that they generally do not discharge unless they land in a square with a solid object. In an aquatic setting, it is highly plausible that missing with a splash weapon causes it to land in a square of empty water. Consequently, the splash weapon hangs motionless (if it is a zero buoyancy item), floats, or sinks until someone or something hits it moving at a speed of at least 50 feet. If it floats or sinks for more than 5 rounds and then hits an object, creature, or surface it detonates into that square. Otherwise, it just rests against that object or surface undetonated.
If released into a water current that pulls it faster than buoyancy, it moves in the direction of the current, and could potentially hit any directly upstream object or creature that is not moving with the current. If it is moving at least 50 feet per round, it will discharge.
In addition, the splash effect happens in three dimensions. After missing with a splash weapon, before rolling 1d8 to determine the misdirection of the throw, roll a 1d3. A roll of 1 indicates that the weapon lands in the plane five feet above the target, a roll of 2 indicates that it is in the same plane, and a roll of 3 dictates that it has landed in the plane 5 feet below the intended target. If it is in the same plane as the target, apply the 1d8 directional roll accordingly (where 1 is directly in front of the target, moving clockwise). If it is in a different plane, roll a 1d10 instead, with rolls of 1 through 8 be applied in the same way, and rolls of 9 or 10 referring to squares directly above or below the target, depending on the plane on which it lands. If there is a solid surface above or below the target, any result that would have the splash weapon enter those areas cause it to instead detonate in the same plane as the target, according to the roll of the 1d8.
Large and larger targets typically take up more than one plane. In such cases, always assume that the center of the creature is the intended target and make attacks accordingly. With this in mind, it is possible to miss the center of a large target and still hit its top or bottom, though this would not be considered a direct hit. Regardless of the size of the target, a missed splash attack only has a chance of landing in a cube of 27 five-foot squares, where the exact center square of the cube is the center of the target.
Aquatically launched splash weapons and the effects associated with splash weapons will not extend beyond the surface of the water due to surface tension. While the surface of the water alone will not detonate a splash weapon, any result that would have the splash weapon or the effects of a splash weapon enter an area beyond the water’s surface, instead applies to the plane directly below it.
Splash weapon containers in an aquatic setting are usually not made of glass or ceramic as they are in a terrestrial setting. Instead, the splash weapon is usually contained in a thin membranous material, much like a water balloon. This membrane is typically made of animal intestine, seaweed, or the bodies of common invertebrates such as jelly fish, sea slugs, and sea anemones.
New Aquatic Materials[]
Aqua Gravis: Used by alchemists and brew- masters, this thick viscous oily liquid serves as a base for potions and brews. By itself, it is odorless and tasteless, but is a wonderful solvent for flavors and other ingredients. If dumped into the water, it will disperse in 1d6 rounds, but will stay in an opened container as it is heavier than water.
Auranite: This yellowish metal looks much like brass, but does not corrode underwater and is as strong (and as heavy as) steel. Because auranite is an iron alloy that contains pure gold, it is expensive, but not as expensive as mithral or adamantine.
Brill: An extremely rare and ancient luminescent stone that is actually crafted from an elf (typically a drylander elf). Brill come in blue, green, and red. Only the blue ones can be successfully transformed back into an elf (with memories of times long before the Bloody War). Green stones turn into surface elves and red into surface drow. It is considered evil to release an elf from a green or red stone, as they have no place to go. Brill stones range from tiny pea- sized specimens (most common) to large rocks the size of coconuts (extremely rare). Brill is often fashioned into jewelry and used to decorate magic weapons and armor. It is one of the most expensive and controversial materials in the sea.
Coral, Shell, or Chitin: Items made from this are harvested from natural sources and then refined and shaped through alchemical processes. They are relatively cheap, but not particularly strong compared to auranite or mithrite. These materials break down out of the water within two weeks. (1d6 + 7 days).
Ever-ice: Buoyant but a bit brittle, this blue ice is the main export of the Lochgelly selkies. It is magically treated to be both durable and resistant to melting. In fact, only extreme magical sources of heat will melt this material. It is cheap compared to other magical materials, and makes beautiful items. Ever-ice can be created from any iceberg or glacial ice, harvested from lochgelly city (the selkies know how to replace it) or from icebergs that float into the area from the cerulean current from time to time.
Kelp Cloth: This is basically seaweed put through a slew of alchemical possessing to produce a tough but soft and durable material. Most clothing is made from kelp cloth. However, as soon as it dries (within 24 hours of leaving the water) it crumbles into a fine powder. Kelp cloth can be any color.
Mithrite: Another iron alloy, this time fortified with mithral dust. While the process makes the metal dull grey and somewhat brittle, it is very hard and does not corrode in sea water. Unfortunately, its requirement for a small amount of a very rare metal keeps it just as expensive as auranite.
Mussel Cloth: This brown material is made from the beard of the spinner mussel (a clam-like mollusk). It is extremely strong and durable. It is often referred to as the "silk of the sea". It does not take well to dying processes and is most often tan, brown, or black.
Pykrete: Pykrete is a frozen composite material made of approximately one part sawdust or wood pulp and six parts water. The resulting peach or tan- colored substance is as strong and durable as concrete, so long as it remains frozen. Selkies will liberally use this material to provide support for their huge ever-ice structures. Like ever-ice, it can be magically or alchemical treated so that it does not melt. Because pykrete is buoyant, it can be used to create barges and other aquatic transport.
Sponge Wool: Harvested from the wooly sea sponge, the wild-looking material is warm and comfy. Not particularly strong by itself, it is often fortified with either kelp or mussel fibers. Out of water, it falls apart within hours. Sponge Wool can be dyed any color.
Swampwood: Wood from the roots of a swampwood tree is buoyant and at home in wet environments. It does not warp or rot, and it remains strong while submerged. It is as strong as normal wood, but will not burn. If allowed to dry out, it becomes brittle and useless.
Substance | Hardness | Hit points |
---|---|---|
Auranite or mithrite | 10 | 25/inch of thickness |
Brill | 5 | 4/inch of thickness |
Chitin | 4 | 8/inch of thickness |
Ever-ice | 6 | 8/inch of thickness |
Hardened Coral or Shell | 7 | 15/inch of thickness |
Kelp Cloth | 0 | 2/inch of thickness |
Mussel Cloth | 3 | 5/inch of thickness |
Pykrete | 9 | 20/inch of thickness |
Sponge Wool | 0 | 4/inch of thickness |
Swamp Wood | 5 | 10/inch of thickness |
Skills[]
Aquatic adventuring requires new uses for the familiar set of terrestrial skills. The Swim skill becomes obsolete, however. Having a Swim skill for an underwater setting would be much like having a Walk skill for a dry-land campaign, and is therefore phased out for the purposes of this campaign setting. While it is true that some species can walk on land, that too is an innate ability, and therefore does not require a separate skill. Situations where a Swim check might be called for will fall to either an Acrobatics skill check or a flat strength check (at the Gamemaster’s discretion) instead. When Swim is offered as a class skill, the character receives Acrobatics in its place. When both Swim and Acrobatics are offered as class skills for the same class, the character gains a +2 competence bonus to Acrobatics skill checks made while swimming.
Appraise, Bluff, Diplomacy, Disable Device, Escape Artist, Heal, Intimidate, Knowledge (all), Perform (all), Profession, Sense Motive, Sleight of Hand, Spellcraft, and Use Magical Device skills have no significant additions or alterations for use under the water. The following skills work slightly different in an aquatic setting.
Acrobatics[]
While an aquatic character will not likely be balancing on a ledge or trying to cross a shaky bridge, Acrobatics is still important under and around the water. “Dry” surfaces near water often call for Acrobatics skill checks as they are often moving (such as a boat on the waves) or slippery. Aside from these mundane uses, Acrobatics has three additional uses in an underwater setting; to avoid becoming disoriented when entering and leaving strong water currents, to be able to jump up out of the water, possibly avoiding dangerous attacks in the process, and to dive from the land into the water.
When crossing, entering, or leaving a water current with a speed of 30 or greater, the character must make an Acrobatics skill check,
with the DC equal to 10 + 1 for every five feet above 30 feet that the current is moving. Failure indicates that the character is disoriented. A disoriented character will also be unable to sacrifice base speed to avoid being swept away by the current, so this could potentially be a very important check. In the topsy-turvy realm under the sea, Acrobatics can be a matter of life or death, knowing up from down, and the direction away from danger rather than towards it.
The second application for Acrobatics under the waves is the same as it is for its terrestrial counterpart; jumping. However, in an aquatic realm, this is most often used to jump up out of the water. This can be done in an attempt to escape attackers, avoid obstacles, or to maneuver into a better attack position. Aquatic characters use their base swim speed to determine their Acrobatics skill modifier for jumps made while in water, gaining a +4 bonus for every 10 feet by which their base swim speed exceeds 30 feet. If their base swim speed is less than 30 feet, they take a–6 penalty for each 10 feet by which it falls short of 30 feet. For example, a creature with a base swim speed of 50 feet has a +8 bonus on Acrobatics checks made to leap from the water. Creatures without swim speeds usually cannot make jumps out of water.
Long Jump: Crossing a horizontal distance in the air requires a long jump, just as described under the Acrobatics skill in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook.
High Jump: A swimming high jump works much like the high jump described in the Acrobatic skill description, except that there is a –10 penalty for performing this jump in water. The height you reach measures the distance you get between the water and your feet (or tail, as the case may be). If you attain a negative result, you don’t actually get completely out of the water. For example, if your result is a –4, your jump distance is –1 foot, which means that all of your body except for the last foot of your body length gets out of the water, at least for a moment.
Launch into the Air: With a successful high jump that gets you completely clear of the water (a result of 0 feet or better), you can begin flying at an elevation of 5 feet (assuming you have a fly speed). Otherwise, you are unable to sufficiently break the surface tension of the water, and you remain at the water’s surface. Having the ability to fly does not confer the ability to move directly from sea to air. One must first either crawl onto land, jump free from the water, or move to a position that is floating on top of the water.
Diving: Characters who dive into water take no damage on a successful DC 15 Acrobatics skill check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. Table 4-1 summarizes these rules.
Dive Height | Minimum Safe Depth | DC | Damage for Failed Dive |
---|---|---|---|
10 ft. | 10 ft. | 15 | None |
20 ft. | 10 ft. | 15 | None |
30 ft. | 10 ft. | 15 | 1d3 nonlethal |
40 ft. | 20 ft. | 15 | 2d3 nonlethal |
50 ft. | 20 ft. | 20 | 2d3 nonlethal + 1d6 |
60 ft. | 20 ft. | 20 | 2d3 nonlethal + 2d6 |
70 ft. | 30 ft. | 20 | 2d3 nonlethal + 3d6 |
80 ft. | 30 ft. | 20 | 2d3 nonlethal + 4d6 |
90 ft. | 30 ft. | 20 | 2d3 nonlethal + 5d6 |
100 ft. | 30 ft. | 20 | 2d3 nonlethal + 6d6 |
110 ft. | 30 ft. | 25 | 2d3 nonlethal + 7d6 |
120 ft. | 30 ft. | 25 | 2d3 nonlethal + 8d6 |
160 ft. | 30 ft. | 30 | 2d3 nonlethal + 12d6 |
210 ft. | 30 ft. | 35 | 2d3 nonlethal + 17d6 |
240 ft. | 30 ft. | 35 | 2d3 nonlethal + 20d6* |
*Maximum falling damage.
If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the Table 4-1.
Climb[]
In addition to the rules presented in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook, Climb is a useful skill for aquatic creatures who wish to move above the water.
Merfolk and merpeds have a -10 penalty to standard Climb checks, but may use these checks to pull themselves out of the water and move along the land. Merfolk and merpeds can use the Climb skill to move faster than their typical base land speed across horizontal surfaces as well. Moving along horizontal surfaces does not incur a -10 racial penalty, but is modified by terrain according to Table 4-2 below. Landwalkers do not need to use Climb to move across a horizontal surface, and typically move at one-half their base swim speed.
Regardless of the body type or purpose of the Climb check, a character can move one-quarter of their base swim speed (instead of their land speed) with a successful check. By accepting a -5 penalty to the Climb skill check, the character can instead climb at an accelerated pace; one-half of their base swim speed.
Craft[]
Most Craft skills can be performed underwater, with the exception of those that require fire or air. These exceptions include most metalworking applications, though creatures that can withstand the heat may forge metal weapons underwater near particularly hot thermal vents. As a result, metalworking is typically reserved for landwalkers, especially sebek-ka (known for making exquisite gold jewelry), karkanaks (standard metal equipment and weapons), and sea elves (masterwork weapons, armor, and mithral). Metallic items are typically not crafted from steel or iron, as its propensity to rust when exposed to seawater makes it undesirable. There are several iron-based alloys that are used, however, that are similar to steel but resistant to corrosion. The most common alloys are called auranite and mithrite, using high amounts of gold or mithral respectively. This significantly increases the cost of the average metallic item.
The most notable change to the Craft is with its alchemical applications. Being in an aqueous environment makes the mixing of chemicals a challenge. But this has not deterred intelligent sea life from developing means to perfect this ancient science. Through manipulation of the medium known to alchemists as "aqua gravis" (a viscous, heavier-than-water liquid), potions and compounds can still be brewed. Many chemically active liquids and oils do not mix with water, and can be combined, along with solid ingredients, to cause chemical reactions, which is the basis of alchemy. While many standard alchemical products of dry-land alchemy such as thunderstones and tindertwigs have been long forgotten, the alchemist now sports a new line of common goods, detailed in Chapter 5. Alchemist’s fire, smokesticks, tindertwigs, tanglefoot bags, and thunderstones have been replaced with eyebighter, gillclogger, inkpods, kelp tangles, and waterslick oil.
Item | Craft Skill | Craft DC |
---|---|---|
Acid | Alchemy | 15 |
Eyebighter, gillclogger, or inkpods | Alchemy | 20 |
Antitoxin, kelp tangle, or waterslick oil | Alchemy | 25 |
Raft | Ships | 5 |
Naiad podcraft | Ships | 10 |
Karkanak goliath or Sebek-ka longship | Ships | 12 |
Elven towboat | Ships | 13 |
Mogogol galleon | Ships | 15 |
Sea folk sea-chariot | Ships | 17 |
Elven sea-carriage | Ships | 20 |
Disguise[]
Disguise works essentially the same underwater, though has a few more applications. Selkies in seal form, and other true forms such as squibbons, delphins and carchardians can use the disguise skill to pass themselves off as normal animals, so long as they not wearing any equipment that would betray their true nature. This has a check modifier of +5.
Merfolk and merpeds can attempt to disguise themselves as natural fish if the distance from the observer is greater than 30 feet, with a check modifier of -5. Appearing as a normal animal can be useful for both spying and evasion as the sea is teaming with life that, for the most part, is routinely ignored.
Fly[]
Creatures with a fly speed can add one- quarter of their fly speed to their base swim speed with a successful Fly check, DC 15. They cannot add this speed in areas with a current moving faster than 30 feet, or when they are disoriented. Having the ability to fly does not confer the ability to move directly from sea to air. One must first either crawl onto land, jump free from the water, or move to a position that is floating on top of the water. In lieu of an Acrobatics skill check to jump from the water, any creature that is actively using its fly speed to enhance its swim speed may make a Fly skill check to launch itself into the air with the same DC that would be required for the Acrobatics skill check. Failure means that the character stops at the surface of the water, and may launch himself into the air on his next turn.
Handle Animal[]
A character well versed in the Handle Animal skill, can teach the following tricks in addition to those presented in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook:
- Disorient (DC 15): The animal becomes disoriented on command and gains all benefits and penalties related to this condition. It will remain this way until commanded otherwise. Normally, animals avoid being disoriented, though some do become disoriented while panicking, which tends to work out defensively.
- Dive (DC 15): The animal dives into water as you direct, possibly from heights far above what it would normally attempt.
- Jump (DC 15): The animal performs a jump from the water as you direct, either a long jump or a high jump.
Linguistics[]
The sea holds a new list of languages for the character to choose from. Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) are shown in the list below. Note that certain languages are only available for specific races to learn, due to special physical or auditory requirements. Languages which are specific to the Cerulean Seas campaign setting are described in more detail in Chapter 7 of this book.
- Abyssal (demons and chaotic evil outsiders)
- Aquan (planars, creatures faithful to Undine)
- Auran (flying creatures, air-base creatures)
- Boggard (boggards and mogogols)
- Celestial (angels and other good outsiders)
- Ceti (pisceans, selkies and delphins only)
- Click-clack (Karkanaks only)
- Common (merfolk and the PC races presented in this book)
- Delatari (sea elves, feykith)
- Draconic (dragons, reptilian humanoids)
- Halbok (sebek-ka and genai)
- Lok’tar (pisceans)
- Nixish (nixies)
- Pelagic (carchardians, ixarcs, and pisceans only)
- Pinnipar (selkies)
- Sahu (boggers, sahuagin and shargs)
- Salatari (deep drow, creatures of the underdeep)
- Sylvan (kai-lio, fey creatures, and plant creatures)
- Terran (earth-based creatures)
Perception[]
Perception works similarly to the way it does on land. While it is assumed that all aquatic races have senses that are designed to work underwater, the common elements of perception are sometimes hindered never-the-less. Vision is one of the least valuable senses under the sea, yet still used by nearly all the sea's denizens. Water distorts and refracts light, as well as filtering it. Sound, on the other hand, carries better underwater than it does through the air. Unfortunately sound also carries from far away, thus filling the sea with strange, unidentifiable noises.
With this in mind, Perception skill checks work the same as presented in Pathfinder Roleplaying Game Core Rulebook, with the following exceptions:
- All vision-based perception checks have a +2 modifier to their DC. This can be further modified in areas of temperature differences or water currents (which greatly distorts vision in the area), and by murk (which obscures vision).
- Perception checks made while actively listening for sounds (which require a move action) have a -2 to the DC. When not actively listening, these sounds tend to blend in with the myriad of other odd sounds that pervade the ocean’s waters and the DC is unaffected.
Perception Modifiers | DC Modifier |
---|---|
Vision-based check in clear water | +2 |
Vision-based check in current of 30+ ft. | +3 |
Vision-based check in area that is significantly warmer or colder than the area being viewed | +4 |
Vision-based check made in area of light murk | +5 |
Vision-based check made in area of medium murk | +10 |
Vision-based check in area of heavy murk | +15 |
Sound-based check while actively listening | -2 |
Ride[]
Aquatic mounts are ridden the same as terrestrial mounts, though there are a few additional tasks to consider. These are listed on table 4-4.
Task | Ride DC |
---|---|
Soft fall (aquatic) | 5 |
Guide with tail (merfolk) | 10 |
Fast mount or dismount (aquatic) | 10 |
Leap out of water | 20 |
- Soft fall (aquatic): Falling off of an aquatic mount does not cause damage but does cause you to become disoriented. A successful ride check DC 5 will allow you to avoid becoming disoriented.
- Guide with tail: This works just like “guide with legs” except that you use your fish-like tail.
- Fast mount or dismount (aquatic): Unlike its land-based equivalent, there is no size restriction on the mount this can be used on.
- Leap out of water: You spur your mount to make a leap out of the water. This uses the same mechanics as the leap task, and uses the rules for jumping out of the water. Falling off of the mount from failure of this check does not incur damage, but will cause you to become disoriented.
Stealth[]
Stealth works precisely the same under the water as it does land, with one notable addition.
Scuttling from sight: Fish will often bob to the surface or sink to the bottom in an unpredictable zigzagging motion to escape predators. To the hunter that is watching them, they appear to drift off into oblivion, although they still might only be less than 20 feet away. These fish are using the flickering glow and lapping waves of the surface or the swirling gloom and ambient sounds of the deep for concealment. A fast and stealthy aquatic character can do the same.
Several very specific conditions must first be met before even attempting this task. First, you must have a base swim speed of greater than 30 feet. Next, either you must be able to move upwards to within 25 feet of the water’s surface, or you must be able to move downward to at least 100 feet below the surface. In either case, in one round you must move upward to at least 20 feet above the shallowest observer or downward to at least 20 feet below the deepest observer, and pass through at least 6 squares while doing so (moving at a swim speed of at least 30 feet, but still less than your base swim speed). If the surface is less than 30 feet away from you, you cannot attempt this task by moving upwards. Likewise, if the seabed is less than 100 feet away from you, you cannot attempt this task by moving downwards. If you move at a speed that is greater than half of your base swim speed, you incur a -5 penalty to your stealth check. If you move through 12 squares or more to perform this task, you gain a +5 bonus to your stealth check. If all the conditions are met, you can make a stealth check to disappear while being observed. To an observer that fails his Perception check versus your stealth check, you appear to jerkily scuttle off and then disappear suddenly. You are in fact, hiding in the concealment provided by the unique sound and lighting effects found in these specific levels of the sea. If you are hiding above the observer, and the observer moves to a square adjacent to you or to a depth shallower than you, you lose concealment. Similarly, if you are below the observer and the observer moves to an adjacent square or a lower depth than you, you also lose concealment. While this is a particularly tricky use of the stealth skill, it can give a character an opportunity to use stealth even while being observed in open water.
Survival[]
Aquatic survival works the same as any other wilderness survival, though predators and prey do not leave obvious tracks in the medium through which they move. However, they do leave a trail that a trained eye can pick up on. Plankton, particles, and debris get shifted, fish and wildlife become spooked, and the creature being trailed may lose scales and other tell-tale fragments. Instead of tracking, this is referred to as “deep trailing.” Unfortunately, a “deep trail” has a much shorter lifespan than tracks, adding +1 to the DC for every 10 minutes that passes since the trail was made. A water current also increases the DC of the Survival check by +5 for every 10 feet of speed that it is moving at. It is impossible to trail anyone moving through heavy waves, any sort of surf, or through a current moving faster than 50 feet.
Otherwise, deep trailing follows the same rules and Survival DC modifiers as tracking does. However, it does not use a surface to determine the base DC of the check. Instead, refer to table 4-5 below.
Water type | Survival DC |
---|---|
Calm Water | 5 |
Light waves or current moving less than 30 feet | 15 |
Moderate waves or current moving between 30 and 50 feet | 25 |
Heavy waves, light surf, or current moving greater than 50 feet | Impossible |
Feats[]
The overwhelming majority of feats presented in the Pathfinder Roleplaying Game Core Rulebook and the Pathfinder Roleplaying Game Advanced Player’s Guide, are equally available in an aquatic setting. A small few need some slight modification, however. In addition, entirely new feats are possible in an underwater realm. Those modified and novel feats are listed in this section.
Movement and speed in the Cerulean Seas campaign setting always refers to swimming and Swim speed, unless otherwise noted. Likewise, effects that cause an opponent to become prone instead cause an opponent to become disoriented. In an aquatic setting, fire damage usually instead refers to heat or steam damage. For merfolk, feats that refer to kicking instead refer to an attack with the tail or tail slap. Obviously, feats designed exclusively for classes or races that do not exist in the Cerulean Seas campaign setting are not typically available within that setting, though some may apply to new races as described later in this section. In any other case, if a feat from the aforementioned reference guides is not mentioned in this section, then it is assumed to work well in an aquatic setting without modification.
Modified feats[]
The following feats require minor modification to work well in an aquatic environment: Athletic, Breadth of Experience, Childlike, Cloud Step, Eclectic, Fleet, Improved Familiar, Ironguts, Ironhide, Keen Scent, Throw Anything, Tower Shield Proficiency, Smash, Smell Fear, and Unseat.
ATHLETIC[]
In the Cerulean Seas campaign setting, the Swim skill has been phased out. The Athletic feat instead affects Acrobatics skill checks in the same way it would normally affect Swim skill checks.
BREADTH OF EXPERIENCE[]
These additional races work with this feat: viridian naiad, deepwater nixie, and sea elf.
CHILDLIKE[]
Deepwater nixies may take this feat.
CLOUD STEP[]
As aquatic monks do not receive the slow fall ability, this feat is not available in the Cerulean Seas.
ECLECTIC[]
Sea folk may take this feat.
FLEET[]
The feat applies to base swim speed, instead of base land speed.
IMPROVED FAMILIAR[]
The aquatic version of improved familiar uses table 4-6 below, instead of the one listed in the Pathfinder Roleplaying Game Core Rulebook. statistics for creatures in italics are listed in Chapter 9 of this book. The rest can be found in the Pathfinder Roleplaying Game Bestiary.
Familiar | Alignment | Arcane Spellcaster Level |
---|---|---|
Celestial starfish1 | Neutral good | 3rd |
Fiendish Eel2 | Neutral evil | 3rd |
Remora Imp | Neutral | 3rd |
Dire Lamprey | Neutral | 5th |
Elemental, Small3 (any except fire) | Neutral | 5th |
Stygian imp | Neutral evil | 7th |
Homunculus4 | Any | 7th |
Mephit (steam or ice) | Neutral | 7th |
Reef drake | Neutral | 7th |
- Or other celestial animal from the standard familiar list.
- Or other fiendish animal from the standard familiar list.
- Fire elementals cannot be summoned into an aquatic environment, nor can they enter one. Water elementals can become invisible at-will while under water. Air elementals look like living bubbles when submerged. Earth elementals cannot swim, and instead walk along the ocean floor.
- The master must first create the homunculus. Those made for aquatic masters have a base swim speed that replaces their base land speed.
IRONGUTS[]
This feat is available to cindarians, karkanaks, mogogols, and viridian naiads.
IRONHIDE[]
This feat is available to karkanaks and sebek-ka.
KEEN SCENT[]
This feat is available to pisceans and nommo.
SMASH[]
Sebek-ka and nommo also qualify for this feat.
SMELL FEAR[]
Pisceans and nommo also qualify for this feat.
THROW ANYTHING[]
This feat is replaced by “Plunge Anything,” which is described later in this chapter.
TOWER SHIELD PROFICIENCY[]
Tower shields create too much drag in an aquatic environment and therefore are not typically used. While they may still exist for surface warfare, special training for this equipment is no longer available.
UNSEAT[]
Instead of landing prone, the opponent is disoriented.
Weapons[]
Weapons under the waves are in some ways a lot more limited than those of the surface world. Unlike air, the drag created by water takes the swing out of a sword slash, the bang out of mace blow, and the zip out of a slung stone. Basically, the denizens of the sea are limited to mostly thrusting weapons. While nearly all the piercing weapons are adapted to aquatic counterparts, slashing and bludgeoning weapons that could not be modified are seldom seen. The common club and the fancy flail have passed into the realm of exotic weapons; the style of their use completely foreign to even the most stalwart soldier of the sea.
But all is not lost, for nearly all of the vast drylander’s selection, the sea holds an equal amount of splendor. For the variety that there once was in swords, is now seen in tridents and military forks. New and strange weapons are now common place. Weapons not on this list are still available as exotic weapons, and are subject to the rules of underwater combat as presented in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook.
The weapons presented in this chapter were specifically designed for underwater combat, and the statistics listed here have been adjusted for such. There are no additional penalties for use underwater, regardless of weapon type or condition of wielder. Many medieval weapons enthusiasts will be quick to note that the traditional use or design of some of these weapons makes them impracticable for use underwater. While this is true in the historical sense, the versions and uses of the weapons that are presented here are neither traditional varieties nor used in the customary terrestrial style. Although they may look similar to their drylander counterparts (and therefor maintain the same name), they often function a bit differently.
For example, the spiked chain is conventionally a weapon that was spun around and used similarly to a flail. The heavy chain and momentum required of this weapon would make it impossible to use underwater. The aquatic spiked chain is laden with floats which gives it zero buoyancy, however. During an attack, it is splayed out into an enemy’s square and violently whipped back— in a similar action to a fisherman leading and then setting a hook.
Mystic Shards[]
After the time of the flood, the five mystic shards appeared. Many hailed them as pieces of the fractured balance. Others say they are remnants of a dead god. Still others believe they are a puzzle of nature that mortal men are destined to ponder. While their powers seem magical, they give off no magical auras. Mystic shards seem to only “naturally” occur in Nikaikoku, and have not been documented elsewhere. Whatever their source, the mystic shards and their strange properties are detailed below.
Ghost Water[]
Ghost water most often originates from small ponds of this material, called “ghost ponds,” or spontaneously rains from the sky during an otherwise normal downpour. It appears as nothing more than crystal clear water. With the following very important exceptions, it behaves exactly like water as well:
- Ghost water does not dissolve anything, not even oxygen. Ghost ponds are hypoxic zones, and usually devoid of life and vegetation (aside from the occasional grove of livewood trees, affectionately referred to as “suicide trees”). Ghost water will not quench thirst and has no taste.
- If you add an equal amount or more of regular water to ghost water in less than one hour, the ghost water becomes regular water after an hour elapses. If you add any lesser amount of normal water to ghost water, it all becomes ghost water after an hour passes.
- If you pour a gallon (or more) of ghost water over a Small-sized (or smaller) fire, that fire will instantly become mystic fire (described below).
- Ghost water does not boil or freeze, but retains the temperature of its surroundings.
- If a creature consumes more than two gallons of ghost water in a 24-hour period, he will be irrevocably transformed into a livewood tree of the same size category.
Livewood[]
Appearing as nothing more than an ordinary living tree, livewood has the following properties:
- Livewood regenerates quickly. If it is cut in half, it will grow into two new trees (of the same size of the pieces) in a matter of seconds. It cannot be used to build anything.
- Livewood has no rings like normal wood, as it does not ever grow. Livewood trees can be made smaller if they are cut in half quickly. As a result, most are Medium- sized or smaller. Many are bonsai-sized.
- Striking a livewood tree with true steel will instantly kill the tree and transform its remains to normal wood. Many consider this an evil act, as many of the trees were once people who drank too much ghost water (usually on purpose, as a form of suicide).
- Livewood trees are immune to all energy damage and to mystic fire.
- Livewood trees are magnetic, and metal objects will stick to them. They are not a particularly powerful magnet, however, and the metal is easily removed.
Mystic Fire[]
Mystic fire looks and burns just like normal fire, with the following exceptions:
- Mystic fire can only be extinguished by objects containing silicon such as sand or quartz. If an amount of this material comes in contact with a mystic fire three or less size categories larger than it, it will go out instantly. Thus, a Medium-sized mystic fire can be extinguished by a handful (Diminutive-sized amount) of sand. If the amount does not meet minimum requirements, the quartz has no effect at all.
- As only silicon-containing substances can put out this flame, it will burn underwater unhindered. However, it does not warm the water at all. In fact, it only seems to burn or heat solid or liquid substances containing at least 10% carbon or adamantine. The higher the carbon content and density, the longer it will burn. It has the ability to burn adamantine indefinitely, without consuming it. Some villages will keep a chunk of adamantine burning with mystic fire to warm the townspeople and provide light year-round. Carbon- containing objects (which includes most organic or natural creatures), are consumed by the fire as if it were normal fire. Many people of this realm carry a large piece of quartz around with them, just in case.
- Creatures immune to fire and steam, are not immune to mystic fire. However, some creatures that have no organic components such as elementals, several types of golems, and many non-native outsides are immune.
Spirit Breeze[]
This gentle breeze or fizz of bubbles seems like just a normal movement of air, with the following exceptions:
- It is attracted to metal, including true steel. When a metal object is placed near it, it will circle around it until it contacts a larger metal object, and then orbit around that. Nothing except exposing it to livewood will get it to leave.
- Exposing a spirit breeze to livewood will irrevocably dissipate the spirit breeze.
- Spirit breezes are always gentle. They can be felt and seen (especially underwater where they look like fizzy bubbles) but they have no real force behind them. Collecting more than one spirit breeze around the same metal object has no cumulative effect. The breeze shrinks or grows to the size of the metal object that it is clinging to.
- Anyone in the same square or adjacent squares of a metal object that has a spirit breeze is immune to suffocation, even in hypoxic zones or outside their normal breathable element.
True Steel[]
True steel is the rarest of the mystic shards. Though it looks just like high quality steel, true steel has the following properties:
- True steel is found at random already forged into a weapon or tool common to the area it is found in. Some true steel items seem to be exact copies of other metallic items forged nearby, often including the maker’s signature and tool marks of the original. True steel items are not always useful or of high quality production, but they are always a “finished product.”
- The only way to easily destroy true steel is to submerge it in ghost water, after which it immediately evaporates into a spirit breeze. It is otherwise immune to damage.
- True steel does not conduct heat or electricity, nor is it affected by magnetism.
- True steel can be enchanted normally, if it meets the requirements of that enchantment (in many cases, this means that it must be of masterwork quality, which is unlikely).