作者 主题: 水中战斗规则  (阅读 4034 次)

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离线 ChaosticMoon

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水中战斗规则
« 于: 2014-02-12, 周三 01:22:49 »
Aquatic Terrain

Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain doesn’t offer the variety that land terrain does. The ocean floor holds many marvels, including undersea analogues of any of the terrain elements described earlier in this section. But if characters find themselves in the water because they were bull rushed off the deck of a pirate ship, the tall kelp beds hundreds of feet below them don’t matter. Accordingly, these rules simply divide aquatic terrain into two categories: flowing water (such as streams and rivers) and nonflowing water (such as lakes and oceans).

Flowing Water
Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough water (Swim DC 15), and whitewater rapids are stormy water (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.

Swept Away
Characters swept away by a river moving 60 feet per round or faster must make DC 20 Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, he arrests his motion by catching a rock, tree limb, or bottom snag—he is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires three DC 20 Swim checks in a row. Characters arrested by a rock, limb, or snag can’t escape under their own power unless they strike out into the water and attempt to swim their way clear. Other characters can rescue them as if they were trapped in quicksand (described in Marsh Terrain, above).

Nonflowing Water
Lakes and oceans simply require a swim speed or successful Swim checks to move through (DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water). Characters need a way to breathe if they’re underwater; failing that, they risk drowning. When underwater, characters can move in any direction as if they were flying with perfect maneuverability.
Stealth and Detection Underwater
How far you can see underwater depends on the water’s clarity. As a guideline, creatures can see 4d8×10 feet if the water is clear, and 1d8×10 feet if it’s murky. Moving water is always murky, unless it’s in a particularly large, slow-moving river.
It’s hard to find cover or concealment to hide underwater (except along the seafloor). Listen and Move Silently checks function normally underwater.

Invisibility
An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).

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.

攻击骰/伤害骰攻击骰/伤害骰
状态 挥砍或钝击 尾巴攻击 移动 失去平衡?
Freedom of Movement 正常/正常 正常/正常 正常
拥有天生游泳能力 -2/减半 正常/正常 正常
成功的游泳鉴定 -2/减半 -2/减半 1/4或半速(注2 )
动作稳定 -2/减半 -2/减半 半速
其他 -2/减半 -2/减半

注1:如果一个生物没有Freedom of Movement或天生游泳能力,它在使用擒抱时擒抱鉴定-2,但是它依旧照常造成伤害
注2:一个成功的游泳鉴定能让一个生物用移动动作以1/4的速度,或用全回合动作以半速移动。
注3:生物在以下情况时被看做是动作稳定:在水底移动,沿着船身或类似固定物体移动。一个生物只有在携带足够重的装备时才会沉在水底--中体型生物为16磅,而每大于中型一个体型等级则所需的重量翻倍,每小于中型一个体型等级则所需的重量减半。
注4:在水中失去平衡的生物将无法移动。如果它在水中央,则根据它身上所携带的重量来决定它是否垂直上浮或下沉。无论哪种情况,它们失去敏捷对AC的加成并且敌人的攻击骰对其有+2的加成
« 上次编辑: 2014-02-12, 周三 02:50:36 由 ChaosticMoon »
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离线 Ellena

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Re: 水中战斗规则
« 回帖 #1 于: 2014-02-12, 周三 20:46:20 »
这些SRD里面都有吧我记得...看探险环境那一章