Sails & Sabres
Aquatic Environment Rules
Commonly Referenced Aquatic Environment Rules
DrowningHolding Breath: Taking 1 Move Action/round: can hold breath # of rounds = CON X 2
Taking a full round or standard action reduces the maximum time breath can be held by 1 round.
After this duration, the creature must pass a CON check with a DC = 10 + (# of rounds past duration).
Upon failing this test: Round 1: Creature falls unconscious and is reduced to their Threshold WP. Round 2: the creature loses 1 WP and is dying. Round 3: Creature is reduced to 0 WP and is dead.
Hypothermia (in water)
For every 30 min a creature is immersed in water, it must pass a Fortitude Save DC=15 + 1/previous check or take 1d6 VP damage.
Cold Water: the check frequency is reduced to every 5 min of immersion.
Frigid Water: The check frequency is reduced to ever 5 rounds of immersion.
If a creature takes any VP damage from hypothermia, they become Fatigued.
|Prevailing Weather Conditions|
|01-10||Becalmed, Avg Temp|
|11-60||Calm, Avg Temp|
|61-70||Heat Wave or Cold Snap|
|91-99||Thunderstorm (1d4-1 hours)|
|100||Squalling Daughter (1d6+2 hours)|