The Eye of Anubis: OOC Thread
- NeoTiamat
- Evil Genius

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Either way, you have about an hour to decide. Maybe a bit longer depending on how long I take to write the post, but I do not promise.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
For everyone's reference:
Underwater Combat
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom.
Ranged Attacks Underwater
Thrown weapons are ineffective underwater, even when launched from land. Attacks with other 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.
Attacks from Land
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has 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.
Fire
Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
Table: Combat Adjustments Underwater
Condition Slashing or Bludgeoning/ Movement/ Off Balance?4
Freedom of movement [normal/normal] [normal] [No]
Has a swim speed [-2/half] [normal] [No]
Successful Swim check [-2/half1] [quarter or half2] [No]
Firm footing3 [-2/half] [half] [No]
None of the above [-2/half] [normal] [Yes]
1. A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a -2 penalty, but deals damage normally when grappling.
2. A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3. Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
4. Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
Underwater Combat
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom.
Ranged Attacks Underwater
Thrown weapons are ineffective underwater, even when launched from land. Attacks with other 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.
Attacks from Land
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has 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.
Fire
Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
Table: Combat Adjustments Underwater
Condition Slashing or Bludgeoning/ Movement/ Off Balance?4
Freedom of movement [normal/normal] [normal] [No]
Has a swim speed [-2/half] [normal] [No]
Successful Swim check [-2/half1] [quarter or half2] [No]
Firm footing3 [-2/half] [half] [No]
None of the above [-2/half] [normal] [Yes]
1. A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a -2 penalty, but deals damage normally when grappling.
2. A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3. Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
4. Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
"No, but evil is still being — Is having reason — Being reasonable! Mousie understands? Is always being reason. Is punishing world for not being... Like in head. Is always reason. World should be different, is reason."
- Kaitou Kage
- Evil Genius

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- NeoTiamat
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Okay, general rule. Barring any magical assistance, you need to make a DC 12 Swim Check every round you are in the water in order to act or move. On a success, you can move at 1/4th your speed (so Ishaq's double-move there could take him three squares or 15 ft.)
On a failure, you're flailing around in the water and can either try and stay up on the surface or you can let yourself sink (which isn't a problem since you can breathe water, but puts you even more in the sea serpent's element.
Unless I am mistaken, Ishaq can make a Withdraw Action to get back to the causeway (with a DC 12 Swim Check and the reduced speed), but I am currently without my books and time to check the SRD, so I'll get a precise ruling later tonight.
For the moment, this is what we'll do, k?
On a failure, you're flailing around in the water and can either try and stay up on the surface or you can let yourself sink (which isn't a problem since you can breathe water, but puts you even more in the sea serpent's element.
Unless I am mistaken, Ishaq can make a Withdraw Action to get back to the causeway (with a DC 12 Swim Check and the reduced speed), but I am currently without my books and time to check the SRD, so I'll get a precise ruling later tonight.
For the moment, this is what we'll do, k?
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- Kaitou Kage
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- The Whistler
- Evil Genius

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- NeoTiamat
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Good to have you around Whistler.
Okay, MORE rules. Don't you love aquatic combat?
-We are quietly ignoring the Continuous Damage on Spellcasting effect. I'm pretty sure the designers forgot about it when making this Breath Weapon, I forgot about it, so we'll all mutually forget about it, k?
-While I know that Temporary HP isn't 'real' HP, I'm going to quietly ignore the distinction for the moment to ease bookkeeping. I don't think it'll make a major difference since the wear and tear will deal an additional 15 damage to most.
Anyone mind?
Okay, MORE rules. Don't you love aquatic combat?
-We are quietly ignoring the Continuous Damage on Spellcasting effect. I'm pretty sure the designers forgot about it when making this Breath Weapon, I forgot about it, so we'll all mutually forget about it, k?
-While I know that Temporary HP isn't 'real' HP, I'm going to quietly ignore the distinction for the moment to ease bookkeeping. I don't think it'll make a major difference since the wear and tear will deal an additional 15 damage to most.
Anyone mind?
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- Rock of the Fraternity
- Evil Genius

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- NeoTiamat
- Evil Genius

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Alrighty, Rock, Whistler, sent some emails with hopefully better versions of what you need. If that still doesn't work (and be warned, the Word Docs may take a while to open), contact me and we'll see what else we can do, alrighty?
In the meanwhile, if you need a relevant modifier, tell me and I'll get it to you ASAP.
In the meanwhile, if you need a relevant modifier, tell me and I'll get it to you ASAP.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- NeoTiamat
- Evil Genius

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- Joined: Tue Sep 12, 2006 5:00 pm
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ANNOUNCEMENT
Our good Paladin Tomas has raised a very valid point, and something I've been shamefully lax on. I've been less than stellar regarding the giving out of loot, mostly because opportunities don't always give themselves up as easily as they should.
Thus, rather than wait for a massive backlog to arise, I'm going to do something that's probably both game-rules wise and reality-wise nonsensical, but should smooth this out.
No more crafting time.
Basically, from now on, as soon as the Book ends, we'll wave our magic wand and say that Kuzan by coincidence finishes all the crafting he wants to do just a day before the next Book starts.
Is this amenable to everyone?
Our good Paladin Tomas has raised a very valid point, and something I've been shamefully lax on. I've been less than stellar regarding the giving out of loot, mostly because opportunities don't always give themselves up as easily as they should.
Thus, rather than wait for a massive backlog to arise, I'm going to do something that's probably both game-rules wise and reality-wise nonsensical, but should smooth this out.
No more crafting time.
Basically, from now on, as soon as the Book ends, we'll wave our magic wand and say that Kuzan by coincidence finishes all the crafting he wants to do just a day before the next Book starts.
Is this amenable to everyone?
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
