Aquatic Combat

Aquatic Combat



 

Swimming Status

‒ Guide to Swimming
Swimming is indicated on Crossroads by the Swimming status above a player's head. This status only appears when a player has entered water deep enough to trigger the Swimming animation. The Swimming status will have a variety of effects based on certain characteristics of the character.
 

Swimming status without Aquatic or Water Breathing

These are the default effects of the Swimming status.
  • 15% vulnerability to Lightning damage, stacking with other sources of vulnerability
  • 50% resistance to Fire damage, does not stack with other sources of Fire resistance
  • -1 Attack, increasing to -3 Attack when using ranged weapons
  • No Somatic Components for spellcasting
  • -2 Movement, increasing to -3 Movement when using heavy armor

 

Swimming status with Waterborne Warrior feat

Any character is able to select this feat.
  • 15% vulnerability to Lightning damage, stacking with other sources of vulnerability
  • 50% resistance to Fire damage, does not stack with other sources of Fire resistance
  • No Attack penalty while swimming
  • No reduction to Somatic Components for spellcasting
  • No Movement penalty while swimming in non-heavy armor, -1 Movement when using heavy armor

 

Swimming status with Water Breathing

  • 15% vulnerability to Lightning damage, stacking with other sources of vulnerability
  • 50% resistance to Fire damage, does not stack with other sources of Fire resistance
  • -1 Attack, increasing to -3 Attack when using ranged weapons
  • No reduction to Somatic Components for spellcasting
  • -1 Movement, increasing to -2 Movement when using heavy armor

 

Swimming status with Aquatic perk

The Aquatic Perk is given either by race or class. Refer to your race or class page to learn if your character has this perk.
  • 15% vulnerability to Lightning damage, stacking with other sources of vulnerability
  • 50% resistance to Fire damage, does not stack with other sources of Fire resistance
  • +1 Initiative while swimming
  • +1 to tracking rolls when tracking through major waterways
  • No Attack penalty while swimming
  • No reduction to Somatic Components for spellcasting
  • No Movement penalty while swimming, regardless of armor class

 

Combat While Swimming Rules

If a creature becomes the target of PVP intent while swimming, or is moved into water deep enough to engage the swimming status during PVP, the following rules apply.
 
Note: Artificial water areas created by players with water foundations, water planes, etc. are not subject to Combat While Swimming rules. These rules ONLY apply in areas where the Swimming status is mechanically triggered.
  There may be scripted zones in DM builds where Swimming rules will apply. This will be denoted by the application of the Swimming status. These artificial Swimming zones are not applicable to player or faction bases.

 
  • Upon entering the Swimming status, a player's current movement is immediately halved.
  • If a player falls into water that is deep enough to trigger the Swimming status and is not removed from combat, Aquatic Combat rules will be in effect until the player exits the water.
  • Characters without the Aquatic perk, water-breathing, or the Waterborn Warrior feat have 3 rounds maximum to return to shore/get out of the water or forfeit the encounter.
  • While swimming, characters may utilize their class kit so long as the abilities are not restricted from use while under the effect of the Swimming status.
  • Characters may use verbal-only spells while swimming, and melee/ranged weapon attacks have debuffs to attack.
  • Characters may use all teleportation or movement abilities to try to get to shore or out of the water faster, provided they meet the spell component/ability requirements while swimming.
  • If a non-water-breathing character is forcibly held from returning to shore or getting out of the water for 3 consecutive rounds via forced movement, paralysis, or entangling effects, they are removed from combat. Dominate Creature or similar abilities are not valid here as they cannot be used to forcefully down, flee, or otherwise remove the target creature from combat.
  • Upon exiting the Swimming Status, you do not regain movement back. If you spend your two available movement to make it to shore, you do not get the remaining two movement you would normally have when on land back to total 4. This does not apply to characters with a Perk that allows them unrestricted movement in water.

 
Races and classes that do not need to breathe are not subject to the 3 round limit while under the Swimming status to signify that they cannot drown. However, all other limitations and rules of Aquatic Combat will still apply.

 

Fleeing While Swimming

Any creature with the Aquatic perk or ability to breathe underwater can use its water-breathing capability as a means of escape. Only creatures with the ability to breathe underwater are allowed to make a roll against a creature using water-breathing as a means of escape.
  The following conditions must be met in order to use water-breathing as a means of escape:
  • The fleeing creature must have water-breathing or the Aquatic perk
  • The fleeing creature must have at least 1 available action for escape
  • There must be an open body of water or a general means of escape through deep water, free from obstruction by hostile creatures
When a creature that is currently swimming becomes the target of a PvP intention, they must choose between engaging in combat or immediately attempting to flee. If the swimming creature does not have water-breathing, they have 3 rounds to return to shore or forfeit the encounter. A non-water-breathing creature must reach the shore before using the Flee action.
  If a non-water-breathing character is pushed or forced into water via forced movement, the Aquatic Combat rules apply and they must return to shore within three turns or forfeit the encounter.
  If a character has water-breathing and is choosing to flee, each hostile creature present may attempt to restrain the swimming creature using any ranged weapon or ability with the Entangle weapon trait.
  If no hostile creatures present have a ranged weapon or ability with the entangle weapon trait, or if they are out of range, the swimming creature successfully escapes.
  If a hostile creature present also has the ability to breathe water, they may use the Chase button to prevent the character from fleeing. If the flee attempt is successful, the swimming creature escapes the encounter. If the flee attempt is unsuccessful, the swimming creature must come ashore and engage in combat.
  If you have a mount that specifically is able to swim, (insert mounts here) you are able to use the Fleeing While Riding rules to flee combat through deep water.