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    Bugbear in the Playground
     
    GreenSorcererElf

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    biggrin Underwater D&D 3.5

    A while ago I made an underwater D&D setting, but it never really got off the ground. So recently I put a lot more work into it, and this was the result.

    General Info

    Building is still on the seabed, upright like our buildings. However the architects have more freedom, for instance an entrance could lead to a tiny ground floor, which could widen out to the width of house on the next floor, and the house would still support it's weight perfectly. Towers could twist and turn however they want.

    Waste biodegrades naturally in the water

    Underwater plants are eaten. There is no need to cook with flames.

    Rock and coral are used for houses.

    The world on land is thought of as barbaric, the way we consider animals.

    There are no humans in this setting. All races are aquatic creatures that breathe underwater. There are no airtight bubbles or anything like that. I am considering having high level adventuring on the surface, but humans are no better than high level random encounters.

    All creatures are Aquatic, and there is an epic feat that enables you to become Amphibian.

    Gods

    Raphite, Shield of the Many Pronounced "RA-phite"
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    Raphite has no form, but this is a reef of blessed coral.

    Raphite is the god of coral. His territory is the Reef Sea, a sea where everything is made of coral. All his worshippers are utterly devoted to him, for he uses his unique powers to help them, no matter what their alignment, class, or race are. These unique powers shape rock and water. Most of the gods have control over water, but Raphite can shape water and stone however he wants, turn water to stone, and stone to water. All of his followers have protection from harm, for their very few forces that can break through solid rock. Raphite is a a consciousness pulsing inside coral, he has no body.
    True Neutral Deity. Domains: Earth, Healing, Protection, Water, Blackwater

    Aksékhasdos, Keeper of Secrets Pronounced "AK-say-KHAS-dos"
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    Akséchasdos in one of his many manifestations.

    Aquatic beings are gifted with racial memories due to what? It is a question Land creatures have often puzzled over. Few know that it is all due to the kindness of Aksékhasdos, god of memories. He is the oldest of the gods, he sees all, he remembers all. And worthy beings are granted this extraordinary ability, so that they can learn the lessons their ancestors learnt, and become the wisest of fishes. His power is such that he has followers in every region of the oceans. Aksékhasdos takes the form of an enormous turtle.
    Lawful Good Overdeity. Domains: Good, Law, Knowledge, Magic, Water, Ocean

    Aemorkrust, Hunter of the Fearful Pronounced "Ay-MORE-crust"
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    Aemorekrust is scarred from a life of war.

    Aemorkrust is one of several Evil gods, but none strike fear into the heart like he does. He is the god of the hunt, but he does not care any mortal being. He regards them as prey waiting to be hunted, as a foxhunter would regard a fox. He does not hunt because he needs the meat to live on, but for the enjoyment. His favourite part is when he has his prey cornered, when he can hear it's heart, beating in terror, when he can smell it's fear. And he loves the bloodlust it gives him. Aemorkrust takes the form of of a black and silver shark, with eight crocodile legs.
    Lawful Evil Overdeity. Domains: Death, Destruction, Evil, War, Water, Blackwater

    Plocamix, Lord of Chaos Pronounced "Plo-KAM-ix"
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    Plocamix eating breakfast

    Plocamix is the god of chaos, for that is all he is himself. He has no care for anything, he just wants to have fun. He is like a spoilt child. He does not torment or annoy others out of spite, but simply to give amuesment. He is like a toddler, who has not yet learnt right from wrong, but just wants to enjoy himself. His domain is a land of toys, it is like a child's toybox, only extradimensional, to provide Plocamix with fun. He takes the form of a ball the size of a man, with thousands of tentacles coming out.
    Chaotic Neutral deity. Domains: Chaos, Luck, Trickery, Water, Storm

    Kragani, Bringer of Tempests Pronounced "Kra-GA-ni"
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    Kragani manifesting

    Malicous god of bad weather, who delights in rustling up the fiercest tempests to cause chaos. He has power over every aspect of the weather tha makes things difficult. With a wave of his hand he can cause turmoil in the deep, as he creates gales, thunder, lightning, and rain. He rarely manifests, but when he does you will always know, for everything goes dark, and then a lightning strike will appear under water where he is, and stay there, crackling with thunder. Because of this blinding lightning nobody knows his true form except his brother, Nragaki.
    Chaotic Neutral deity. Domains: Chaos, Destruction, Water, Storm, Blackwater

    Nragaki, Bringer of Peace Pronounced "Nra-GA-ki"
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    Nragaki manifesting

    Kind god of good weather, who delights in making beautiful sunny days. He has power over every aspect of the weather that people enjoy. With a wave of his hand he can cause laughter in the deep, as he creates sunshine, a pleasent breeze, and lights up the oceans. He rarely manifests, but when he does you will always know for everything goes dark, and then a shaft of light will appear underwater where he is. Because of this blinding sunlight nobody knows his true form except his brother, Kragani.
    Lawful Neutral deity. Domains: Law, Healing, Water, Ocean, Seafolk

    Kraken, Gaurdian of the Deep Pronounced "KRA-ken"
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    Kraken destroying a ship

    Kraken is like a huge octupus, but with 64 tentacles instead of 8. He has slimy dark blue skin, and 8 bright green eyes. As he waves his tentacles around, he sends waves of energy through the deep, rippling the water wildly. He is a determined gaurdian of the sea, and any land creatures that dare to enroach his territory will be sent speedily back home. And if they actually kill any water creatures, then their boat will be sunk, and they will be drowned. He is fiercely loyal to the sea, and completely merciless. Anyone who directly threatens the deep will be killed as painfully as possible.
    True Neutral deity. Domains: Protection, Travel, Water, Storm, Ocean

    Jormungard, Destroyer of Seas Pronounced "YOR-mun-gard"
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    Jormungard's head

    Nobody has seen Jormungard's entire form and lived to tell the tale, but from the accounts of distant sightings people have managed to put together a probable account of Jormungard. Covered in green-blue iridescent scales, Jormungard is a huge sea serpent, with tentacles coming out of it's tail, and dozens of heads at the other end. The tentacles have suckers so powerful they can suck a creature's head off. He is usually coiled up, but when he stretch out he can go round the entire world and still put his tail in his mouth.
    True Neutral deity. Domains: Destruction, Travel, Water, Storm, Ocean

    Leviathan, Devourer of Oceans Pronounced "Le-VIE-a-than"
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    Leviathan, about to start a feeding frenzy

    The leviathan is a huge creature, one of the largest to roam the oceans. It is not an especially bad creature, but it is cursed with an insatiable hunger. The sight of anything edible will send it into a feeding frenzy, and it will massacre many only to satisfy it's hunger. After it has done this, it will ften weep for the lives it took, because it simply cannot help it. Keep away from the leviathan, because while it longs for someone to talk too, a friend, or just some company, when it sees you it will go into it's feeding frenzy, and there will be no stopping it eat you.
    True Neutral deity. Strength, Trickery, Water, Storm, Ocean

    Races

    Cephalofolk
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    [IMG]www.enworld.org/wiki/images/9/9b/Illithid.jpg[/IMG]
    A Cephalofolk casting a spell.

    Cephalofolk are tentacular, humanoids, however they are more fish than Human. A Cephalofolk has no lips, simply a hole for a mouth. However surrounding the mouth are many hideous tentacles.Cephalofolk live on brains. Their tentacle's sharp points pierce their prey's skull, and the poor victim's brains are sucked out by the Cephalofolk's mouth. With short tentacles for fingers, and webbed feet these creatures thrive in water. Their swimming can reach amazing speeds, and even if you were fast enough they would be extremely difficult to catch. For despite their lack of eyes their tentacles can sense the tiniest vibrations in water.
    • Medium size
    • Can swim
    • +2 dexterity, +2 wisdom, -2 Charisma
    • 60 movement
    • +4 racial bonus on Listen, Search, and Spot checks when in water. A Cephalofolk who merely passes within 6 feet of a secret or concealed door is entitled to a Search check to notice it as if s/he were actively looking for it.
    • Automatic Languages: Squid, Aquan, Common
    • Natural attack: Brain feed 2d3
    • Usually worship Kraken
    • Swim speed 80
    • Favoured class: Aquamancer


    Nix
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    A tribe of Nixies.

    Nixes are water beings, sometimes mischevious, sometimes kind, but they are fiercely territorial, and if anything ventures into a Nix's waters without permission the Nix will make sure they never see the surface alive again. Nixes can look similar to humans when they want to, but a Nix's true form resembles a fully grown man the size of a baby, with a sea green, long, salty beard. Their skin is a paler, yellowish, peaceful green. But their eyes are always a piercing shade of electric green. Some Nixes look just like as described, only blue where others are green. All Nixes love music.
    • Small size
    • +2 dexterity, +2 charisma, -2 strength
    • Outsider type
    • Can swim
    • 30 movement
    • Nearly always True Nuetral
    • Automatic Languages: Aquan, Common
    • Usually worship Plocamix
    • Swim speed 60
    • Favoured class: Bard


    Kokrulis
    Spoiler
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    A baby Kokrulis, before it has developed full armor.

    Peaceful, old, and wise before their time, the Kokrulis are the wisest race in the oceans. They see mysteries where others see normality, they solve puzzles which have perplexed generations, and they rarely speak, but when they do they speak wise words, and you would do well to listen. Aksékhasdos has, in return for their eternal faith, granted them the gift of eternal memory. They never forget anything in their long, long lives. They have 8 legs, covered thick, scaly, tortiose shell pattern skin, with hard turtle shell in some places in their body. They have shells on their back like a turtle, shells on their head like a helmet, and shells on their knees and elbows.
    • Medium size
    • +2 wisdom, +2 intelligence, -2 dexterity, -2 charisma
    • 30 movement
    • +4 natural armour
    • Usually worship Aksékhasdos
    • +10 maximum HP
    • Darkvision
    • +4 racial bonus on Listen, Search, and Spot checks when in water. A Kokrulis who merely passes within 4 feet of a secret or concealed door is entitled to a Search check to notice it as if s/he were actively looking for it.
    • Automatic languages: Kokrulish, Turtle, Aquan, Common
    • Can swim
    • Stability: Kokrulises gain a +4 bonus on ability checks made to resist being bull rushed or tripped.
    • Swim speed 40
    • Favoured class: Wizard


    Krazanio
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    An unarmored Krazanio

    Closely related to the Xizanio, and yet on the other side of the oceans, Krazanio are a dangerous, warlike species, well known for their tactics of pulverizing first, and asking the corpses questions later. They have huge, bulky bodies, and their skin is made of kelp and seaweed. They make themselves armour out of shellfish; with limpet shell chainmail; oyster helmets, kneecaps, and elbowcaps; and the rich make armour from Saepia shells.
    • Large size
    • +2 strength, +2 constitution, -2 dexterity, -2 intelligence
    • 30 movement, despite large size
    • +4 to armour checks
    • + 2 Craft (armour)
    • Weapon Proficiency: Trident, club
    • Automatic languages: Zanio, Aquan, Common
    • Can swim
    • Usually worship Kragani
    • Favoured class: Barbarian
    • Swim speed 50


    Xizanio
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    A civilian Xizanio

    Closely related to the Krazanio, and yet on the other side of the oceans, Xizanio are a sly, sneaky species, well known for their tactics of assassinating enemy leaders. They have slight, nimble bodies, and their skin is made out of kelp and seaweed. Their dextrous swimming, flawless aquabatics, and their effortless speed, make them extremely versatile, good in battle, travelling, peace, dancing, and showbiz.
    • Small size
    • 60 movement
    • +2 dexterity, +2 intelligence, -2 strength, -2 constitution
    • +4 to dodge checks
    • +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A Xizanio can always choose to take 10 on a Swim check, even if distracted or endangered.
    • Weapon proficiency: Trident, dagger
    • Automatic Languages: Zanio, Aquan, Common
    • Can swim
    • Usually worship Nragaki
    • Swim speed 70
    • Favoured class: Rogue


    Saepia
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    A Saepia shedding it's childhood shell, soon to grow a new, more armorlike one.

    Saepia are odd combinations of shellfish and octopi, resulting in a cuttlefish like creature. The diminutive Saepia are thought to be distantly related to the Cephalofolk, which while they do look alike is completely untrue. The facial tentacles of the Saepia are vestigial and much shorter than those of a Cephalofolk. Most curiously their skin is capable of rapidly changing color and texture to blend in with their surroundings. Saepia also have the ability to shoot ink at other creatures
    • Medium size
    • +2 Wisdom, +2 Constitution, -2 Strength
    • 40 movement
    • Racial ability: May camouflage as a move action and gains concealment against enemies more than 5 feet away.
    • Racial attack: Can shoot ink, blinding opponents.
    • Automatic Languages: Squid, Aquan, Common
    • Can swim
    • Usually worship Raphite
    • Swim speed 60
    • Favoured class: Cleric


    Sahuagin
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    An epic sahaguin

    The barbaric Sahaguin are a mistrustful race, due to their dark and bloody history. They have suffered many unfair wrongs, but their suffering drove them insane. Losing sight of their benelovent orogins, the Sahaguin turned on those who had betrayed them, and destroyed them. Since then Sahaguin have become a force to be feared in the world. Their four legs and four arms make them fearsome in battle, for they can parry and attack at the same time, making them the bane of even the fiercest warriors, Their snakelike head is full of sharp teeth, and their humaniod body is covered in green and yellow scaly skin.
    • Medium size
    • 30 movement
    • +2 strength, +2 constitution, -2 charisma
    • Darkvision
    • Can wield two weapons at the same time with no penalty. Penalties apply if 3 or 4 weapons are wielded.
    • Natural Weapons: 2 claws (1d4) and bite (1d4).
    • Rake: A sahuagin gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a sahuagin gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A sahuagin must begin its turn grappling to use its rake attack; it can’t begin a grapple and rake in the same turn.
    • Automatic Languages: Sahuagin, Aquan
    • Favoured Class: Fighter
    • Usually worship Jormungard and Leviathan.
    • Swim speed: 60


    Classes

    Aquamancer
    Aquamancers are an arcane class which focuses mainly on controlling water.
    Spoiler
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    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +3
    |Bonus Feat, Tribe|3|1|

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    ||4|2|

    3rd|
    +1
    |
    +0
    |
    +0
    |
    +4
    ||4|2|1|

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Feat|4|3|2|

    5th|
    +2
    |
    +1
    |
    +1
    |
    +5
    ||4|3|2|1|

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    ||4|4|3|2|

    7th|
    +3
    |
    +2
    |
    +2
    |
    +6
    ||4|4|3|2|1|

    8th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Bonus Feat|4|4|4|3|2|

    9th|
    +4
    |
    +3
    |
    +3
    |
    +7
    ||4|4|4|3|2|1|

    10th|
    +5
    |
    +4
    |
    +4
    |
    +7
    ||4|4|4|4|3|2|

    11th|
    +5
    |
    +4
    |
    +4
    |
    +8
    ||4|4|4|4|3|2|1|

    12th|
    +6
    |
    +5
    |
    +5
    |
    +8
    |Bonus Feat|4|4|4|4|4|3|2|

    13th|
    +6
    |
    +5
    |
    +5
    |
    +9
    ||4|4|4|4|4|3|2|1|

    14th|
    +7
    |
    +6
    |
    +6
    |
    +9
    ||4|4|4|4|4|4|3|2|

    15th|
    +7
    |
    +6
    |
    +6
    |
    +10
    ||4|4|4|4|4|4|3|2|1|

    16th|
    +8
    |
    +7
    |
    +7
    |
    +10
    |Bonus Feat|4|4|4|4|4|4|4|3|2

    17th|
    +8
    |
    +7
    |
    +7
    |
    +11
    ||4|4|4|4|4|4|4|3|2|1|

    18th|
    +9
    |
    +8
    |
    +8
    |
    +11
    ||4|4|4|4|4|4|4|4|3|2

    19th|
    +9
    |
    +8
    |
    +8
    |
    +12
    ||4|4|4|4|4|4|4|4|4|3

    20th|
    +10
    |
    +9
    |
    +9
    |
    +13
    |Bonus Feat|4|4|4|4|4|4|4|4|4|4|[/table]
    Hit Dice: 1d4
    Weapon proficiency: Aquamancers are proficient with club, quaterstaff, light hammer, and light mace, leather armour, and no shields. Shields interfere with spells that have somatic components.
    Spells: Aquamancers have to prepare spells in advance. To learn, prepare, or cast a spell, the aquamancer must have a Wisdom score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against an aquamancer’s spell is 10+ the spell level + the aquamancer’s Wisdom modifier. An aquamancer starts play with five 0 level spells, and three 1st level spells. For each point of Wisdom bonus the aquamancer has, they know one additional spell of your choice.
    Bonus Language: An aquamancer may substitute Aphrosic for one of the bonus languages available to the character because of her race. Aphrosic is the language of the sea, the noise made by the waves.
    Bonus Feats: At 1st, 4th, 8th, 12th, 16th, and 20th level, an aquamancer gains a bonus feat.
    Class skills: All aquamancers have the following skills:
    Knowledge, concentration, spellcraft, tumble, profession, spot, listen, search, heal, gather information, craft, disguise, hide, survival, use magic device, disable device.
    Tribes: Every aquamancer is a member of a tribe. From this tribe they learn special spells in addition to the ones that all aquamancers learn. An aquamancer can be a member of two tribes, but they have a -2 penalty to all checks relating to both tribes.
    • Ripple Watchers - An aquamancer of the Ripple Watchers can feel the water as part of their own body, and therefore feel any disturbances in it, allowing them to gather information in many ways.
    • Water Whittlers - An aquamancer of the Water Whittlers can shape and harden the water into objects, allowing them to create things like armour, shields, weapons, and sometimes constructs.
    • Wave Whirlers - An aquamancer of the Wave Whirlers can move the waves however they want, allowing them to create storms and turbulence.
    • Aquatic Artists - An aquamancer of the Aquatic Artists can shape water to create false images and illusions, allowing them to deceive their opponents.
    • Marine Medics - An aquamancer of the Marine Medics can use water to repair wounds in the skin, allowing them to heal their comrades.
    • Sea Thieves - An aquamancer of the Sea Stealers can take all water out of an area, creating bubbles of air, allowing them to take away the water that all sea creatures require to live.

    Spell tiers: With some spells, when you reach a higher level you can learn a better version of a lower level spell. When this happens you instantly forget the old version, and you can learn a new spell of the level of the old version next level. So, for example, if an aquamancer learns a spell at level 3, and then learns a better version at level 5, when he reaches level 6 he can choose an extra level 3 spell to replace the old one.

    Monsters

    EDIT: The monsters cannot fit in this post due to word limit constraints. Find them in this post.

    See Stormwrack for other monsters and classes.

    ------------

    None of these are set in stone, if anyone has suggestions I can rewrite them.

    Currently, the main thing I need help with is a combat system, as I am not sure how one would fight in an environment where you can't just go left, right, forwards, and backwards, but up and down too.
    This has been resolved. Thank you.

    Can anyone think of a name for "???"?
    This has been resolved. Thank you.

    Now that I have uploaded the monsters, I would very much like feedback on them ASAP.
    When we have done that, I would like to deal with the environment.

    Please, speak your mind. Don't be afraid to be harsh, I want this to get as good as we can make it.
    Last edited by Zolkabro; 2011-10-10 at 11:29 AM.

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    Dwarf in the Playground
     
    Flumph

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    Default Re: Underwater D&D 3.5

    Welcome aboard! :) I've been running undersea games for awhile, now. My current game is a chat-based adventure, Heirs of Turucambi .

    I have found the best inspiration for subaqueous campaigns come from real life sources, such as Discovery's Blue Planet series and DK Books OCEAN . Of course keeping a saltwater reef aquarium is a given, but that requires a great deal of patience.
    Last edited by Aeolius; 2010-06-21 at 11:39 AM.

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    Bugbear in the Playground
     
    GreenSorcererElf

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    smile Re: Underwater D&D 3.5

    Quote Originally Posted by Aeolius View Post
    Welcome aboard! :) I've been running undersea games for awhile, now. My current game is a chat-baed adventure, Heirs of Turucambi .

    I have found the best inspiration for subaqueous campaigns come from real life sources, such as Discovery's Blue Planet series and DK Books OCEAN . Of course keeping a saltwater reef aquarium is a given, but that requires a great deal of patience.
    Thanks.
    What is your combat system for Heirs of Turucambi?

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    Dwarf in the Playground
     
    Flumph

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    Thanks.
    What is your combat system for Heirs of Turucambi?
    The game uses 3.5e/d20, mixed with a few supplements here and there.

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    Bugbear in the Playground
     
    GreenSorcererElf

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    confused Re: Underwater D&D 3.5

    Quote Originally Posted by Aeolius View Post
    The game uses 3.5e/d20, mixed with a few supplements here and there.
    I know that, I mean what are the differences in the combat system because you are underwater? Is it any different?

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    Dwarf in the Playground
     
    Flumph

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    Default Re: Underwater D&D 3.5

    A lot of it is taken from here and there. Rules for aerial combat work just as well underwater; where foes can come at you from above and below. Rules regarding line of sight and obstructed viewing work well, for murky waters. Rules for adventuring in varying climes work well, when one has to dive into the depths. In short, I fudge a lot of it. ;)

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    Default Re: Underwater D&D 3.5

    Is there a reason for the odd stat bonuses/penalties? No normal race has +3/-3 to anything, it's always even numbers because that way it will affects everyone's ability modifier the same way, as opposed to a +3 that can either be +1 to an ability modifier (normal) or +2 (a bit of a big deal) depending on the base score.

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    Colossus in the Playground
     
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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Aeolius View Post
    Rules for aerial combat work just as well underwater; where foes can come at you from above and below.
    Would the maneuverability rules also apply- to make combat more realistic when some of the creatures are big and unwieldy?

    A megalodon, for example, or a leviathan?
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    Default Re: Underwater D&D 3.5

    The thought you put into this would make a great Campaign settign, you should present this to WotC

    GraveGobbler Avatar still made by Ceika!

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    Default Re: Underwater D&D 3.5

    You really don't need a new combat system, you just have to think in three dimensions. It's a lot like aerial combat if you've ever played with that. It just requires a bit more diligence to keep an eye on things. See pages 92 and 93 of the DMG for rules regarding underwater combat.

    There is a way to adapt most races to an underwater setting. See Unearthed Arcana for variant rules, or just consult the SRD for open content regarding this here: http://www.d20srd.org/srd/variant/ra...m#aquaticRaces

    Some spells work differently underwater and some don't work at all. The freedom of movement spell definitely comes in handy underwater.

    There are a lot of source books for underwater settings. I've been collecting these for a while: Stormwrack is a must. Other good ones include The Deep by Mystic Eye Games (out of print but well worth tracking down), and Into The Blue by Bastion Press.

    A lot of books touch on underwater themes such as Savage Species, which has a template for a half-merrow as well as underwater equipment, or Arms and Equipment Guide, which has rules for exotic aquatic troops and equipment like the Gnome Submersible.

    If you haven't checked out the Wizard's Of the Coast's 3rd edition archives, I recommend it hightly. You should look for a series called "Far Corners of the World" and take a look at those items in The Lost Coast -- magic items, monsters and spells specifically for underwater use.

    If you want more underwater monsters, I recommend the following: Monster Geographica: Marsh & Aquatic published by Expeditious Retreat Press and Monsters Of The Boundless Blue published by Goodman Games.

    And don't forget the standard Aquatic Pantheon:
    • Blibdoolpoolp (kuo-toa)
    • Deep Salashas (sea elves)
    • Eadro (locathah, merfolk)
    • Ilxedren (ixitxachitl)
    • Panzuriel (evil sea creatures)
    • Persana (tritons)
    • Piscaethces (aboleths)
    • Sekolah (sahuagin)
    • Surminare (selkies)
    • Trishina (dolphins, sea elves)


    Debby
    Last edited by Debihuman; 2010-06-21 at 12:32 PM.
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    Default Re: Underwater D&D 3.5

    Debby - excellent response. :)

    I can't think of anything to add, save for perhaps pointing out similar threads over at wizards.com and EN World .

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    Default Re: Underwater D&D 3.5

    Okay... so I thought of something to add ;)

    As for my own spin on things, I have added several of my favorite encounters - hags. The main protagonist is a spirit hag (a slain hag trapped in the region of dreams), the main antagonist is the blackwater hag (undead amalgamation of three hags reanimated in undeath by blackwater), and several new hags have been encountered, from my take on the shellycoat (aquatic greenhag) to her daughters the sea hags and shoal hags. An incarnum-based reef hag and pseudonatural fish hag have also made appearances.

    Of course I have populated the realm of liquid space with a few additional beasties; aquatic variations on a few standard monsters that are now both familiar and unfamiliar.
    http://web.me.com/aeolius/turucambi/Inspirations.html

    I have set my current game (chat-based) on Oerth, the World of Greyhawk, utilizing many of the “Mysterious Places” of the setting; Turucambi Reef, The Sinking Isle, and the Jungle of Lost Ships to name a few. My prior game (play-by-post) was set on the same world, near the Pinnacles of Azor’alq.

    One can also draw additional inspiration from sites such as http://www.underwatertimes.com/ and http://deepseanews.com/ , as well as watching the underwater webcams at the Monterey Bay Aquarium http://www.montereybayaquarium.org/efc/cam_menu.aspx .

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    Default Re: Underwater D&D 3.5

    Aeolius, do you have any stats to go with your undersea races? I didn't see any on your site.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Debihuman View Post
    Aeolius, do you have any stats to go with your undersea races? I didn't see any on your site.
    Because no one has wanted to play one, yet. Still, by using standard beasties; goblin, kobold, orc, bugbear, etc, one can either use other aquatic variations as a guide; scrag (troll), merrow (ogre), koalinth (hobgoblin), etc., slap the aquatic subtype on them, or use aquatic racial variants as a guide.

    I'm all about easy
    Last edited by Aeolius; 2010-06-21 at 03:50 PM.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Mastergilgamesh View Post
    The thought you put into this would make a great Campaign settign, you should present this to WotC
    They have already pitched ideas on how to do underwater combat and stuff similar, but you are right. I did a massive campaign that was underwater nearly half the time and I wish they did more with it. Some of the stuff they talk about is in the DMs Guide, as I'm sure your all aware of, but its worth mentioning I feel. Like the way they describe how fire spells manifest underwater without a hitch, like the FireBall actually becomes an exploding ball of steam...which in my opinion is just nasty. Steam burns = suck.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Fenrazer View Post
    ... the FireBall actually becomes an exploding ball of steam...which in my opinion is just nasty. Steam burns = suck.
    I actually added another option, Phosphyre - the Waters Which Burn (taking a cue from the Rimefire Witch in Frostburn). Envision bioluminescence which burns beneath the surface.

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    biggrin Re: Underwater D&D 3.5

    Many people seem to be talking about converting land things into water, or using standard aquatic things. This is not what I want to do, I would like to make a completely new setting, with new races, gods, classes, and spells, not just slap aquatic infront of various things.

    I have also edited a few things in view of your contributions.
    Thanks!
    Sometime soon I will do the classes.
    Last edited by Zolkabro; 2010-06-21 at 04:54 PM.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    I would like to make a completely new setting, with new races, gods, classes, and spells, not just slap aquatic infront of various things.
    That was my approach as well, but using an element of the familiar. An undersea campaign is already strange enough, for most. I've been running them since 1998, so I've seen a lot of resistance to the idea.

    Take for example my iblishi, or sea kobolds (referenced in my link about inspirations, above). You can use the standard kobold stats, which are easily accessible, then either add the aquatic subtype or aquatic racial variant info. Then let your imagination take hold. Envision the amalgamation of a blue-dot stingray and kobold; wing-flaps, barbed tail, and all. By taking a bit of behavior from the stingray, it is more than just "slapping an aquatic subtype" on a kobold, Though for ease of use, that's how I start.

    And I did change a few of the familiar undersea races. My locathah, for example, are a hermaphroditic race born into a caste system, as they are colored in the manner of larger angelfish. My sea hags are the daughters of shellycoats and merrow (aquatic ogres). The aquatic ogres also have merrow magi (ogre magi) members.

    Yes, aquatic-themed classes will follow, I have worked on a blackwater ninja, deepsong bard, and phosphyre witch to name a few. And then there are PrCs like the Envenomed (poisoned by sea creatures) and Fishermen (who only dine upon dire fish and have become feral) to contend with.

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    Default Re: Underwater D&D 3.5

    Maybe draw inspiration from sea creatures for the common monster's traits- especially if the sea creature has similar ones.

    Trolls and their regeneration, for example, could draw heavily from the starfish.
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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    Many people seem to be talking about converting land things into water, or using standard aquatic things. This is not what I want to do, I would like to make a completely new setting, with new races, gods, classes, and spells, not just slap aquatic infront of various things.

    I have also edited a few things in view of your contributions.
    Thanks!
    Sometime soon I will do the classes.
    Let me address some of your concerns.

    First, converting land things into water things is fun and there's no reason to toss standard aquatic things because they should be usable. That's the whole point of the OGL. This is exactly why I've been collecting 3.5/D20 books for the past few years as it all works together.

    Second, your introduction description of this setting is fairly sketchy. No humans even though you mention that there are lands settled above. I don't recommend throwing out stuff until you've fleshed out the world more fully.

    Third, you opened the door to using standard aquatic things because you use Mind Flayers (which isn't even open content) and Sahuagin (http://www.d20srd.org/srd/monsters/sahuagin.htm), if you don't want standard creatures, don't include them either.

    Your deities are off to a good start but you are missing the meat of what a deity does and how it should be presented. This should be helpful: http://www.giantitp.com/forums/showp...9&postcount=71
    I like that the the deities have a connection with the races you created.

    Don't assume that any idea that you have is completely new. Turtle races aren't exactly new but the Kokrulis have 6 legs which is their most unique feature.

    The nix are similar to the nixies in MM (See Sprite here: http://www.d20srd.org/srd/monsters/sprite.htm).

    Now, getting to the meat of things.

    Races shouldn't have odd numbers for modifiers. This has been discussed many times, but the main reason for this is that +/- 2 modifier = +/- 1 ability. You don't get any changes for +/- 1 to an ability. +1 to 10 is an 11 which has the same modifier as a 10. -1 one on 11 is 10 and the modifier doesn't change anything. This is simply a matter of good game design.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

    I've got a red pen and I'm not afraid to use it.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Debihuman View Post
    No humans even though you mention that there are lands settled above.
    In my game humans are able to take two unique PrCs that make them eligible for my game... Anchor or Bait. Though seriously, so long as it has a natural swim speed and can breathe underwater without the use of magic... and it fits in the World of Greyhawk, I'm game.

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    biggrin Re: Underwater D&D 3.5

    Quote Originally Posted by Debihuman View Post
    Let me address some of your concerns.
    Thanks!

    First, converting land things into water things is fun and there's no reason to toss standard aquatic things because they should be usable. That's the whole point of the OGL. This is exactly why I've been collecting 3.5/D20 books for the past few years as it all works together.
    Okaay... I sort of have an obsession with trying to be as wildly original as I can. Even if I convert some land things to water, I will fiddle with them, and I will fiddle with normal aquatic things as well. And I am definetely sticking with the gods that I've got.

    Second, your introduction description of this setting is fairly sketchy. No humans even though you mention that there are lands settled above. I don't recommend throwing out stuff until you've fleshed out the world more fully.
    As I said before, some campaigns may venture into the land above, but the humans are basically high level random encounters. They are no better than animals.

    Third, you opened the door to using standard aquatic things because you use Mind Flayers (which isn't even open content) and Sahuagin (http://www.d20srd.org/srd/monsters/sahuagin.htm), if you don't want standard creatures, don't include them either.
    I have fiddled with them, and I didn't realise Mind Flayers aren't open content. I'll change the name.

    Your deities are off to a good start but you are missing the meat of what a deity does and how it should be presented. This should be helpful: http://www.giantitp.com/forums/showp...9&postcount=71
    I like that the the deities have a connection with the races you created.
    I was creating my deities to the same format that I saw on a different homebrew. I did not realise there was a standard format. I will fix that eventually, but not yet.

    Don't assume that any idea that you have is completely new. Turtle races aren't exactly new but the Kokrulis have 6 legs which is their most unique feature.
    And beards. And shell all over their body. But yes, I am aware of that. As I said, if I do add in already existing material, I fiddle with it and make major changes. And basing it on an animal is very different from basing it in something from D&D.
    Do you think he should have 8 legs? I've decided on 8 legs.

    The nix are similar to the nixies in MM (See Sprite here: http://www.d20srd.org/srd/monsters/sprite.htm).
    I did not realise there was already a D&D entry for it. I was just basing it on the creature in folklore, which the Sprite obviously does too.

    Now, getting to the meat of things.

    Races shouldn't have odd numbers for modifiers. This has been discussed many times, but the main reason for this is that +/- 2 modifier = +/- 1 ability. You don't get any changes for +/- 1 to an ability. +1 to 10 is an 11 which has the same modifier as a 10. -1 one on 11 is 10 and the modifier doesn't change anything. This is simply a matter of good game design.
    I wanted to have different modifiers for some, so at first I had 2 and 3. Then someone pointed out that this is a bad idea, so I changed it to 1 and 2. Now that has been pointed out as a bad idea too, I am at a loss as to what to do. I want different modifiers, but 2 and 4 are too far apart. Does anyone know what I could do?


    I am also about to add some more Gods, and edit some stuff.
    Done. Please check back in the original post. Also, can anyone think of a name for "???"? I am stuck.
    Last edited by Zolkabro; 2010-06-22 at 10:24 AM.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    I have fiddled with them, and I didn't realise Mind Flayers aren't open content. I'll change the name.
    Cephalofolk?

    Also, I'd swap Kraken with ??? and call ???, the serpent deity, something else- maybe Ouroborous, or Jormungand. Just "The World Serpent" might do.
    Last edited by hamishspence; 2010-06-22 at 06:19 AM.
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    biggrin Re: Underwater D&D 3.5

    Quote Originally Posted by hamishspence View Post
    Cephalofolk?

    Also, I'd swap Kraken with ??? and call ???, the serpent deity, something else- maybe Ouroborous, or Jormungand. Just "The World Serpent" might do.
    Done. Thanks.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    I sort of have an obsession with trying to be as wildly original as I can.
    Have you considered looking at some of the beasties from Discovery's Future is Wild ? Debby's suggestion of Goodman Games Monsters of the Boundless Blue also has quite a few original critters.

    You might also look at some of the recent articles about the possibility of life on Europa: Could Jupiter Moon Harbor Fish-Size Life? , Europa's Water World
    Last edited by Aeolius; 2010-06-22 at 11:50 AM. Reason: added tidbits about Europa

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Zolkabro View Post
    Done. Thanks.
    There's one instance of "mind flayer" in the Cephalofolk entry- and one instance of "Kraken" in the Jormungard entry. However, that's easy to fix.

    Do you think they should have beaks, like in older editions? Or should they keep the mouth?
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    Default Re: Underwater D&D 3.5

    All the rules for underwater combat are explored in Stormwrack, a book you should definitly get if you're doing an underwater campaign.
    And you have no excuse for not knowing the Nixie already exists, as it is in a core rulebook.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by hamishspence View Post
    There's one instance of "mind flayer" in the Cephalofolk entry- and one instance of "Kraken" in the Jormungard entry. However, that's easy to fix.
    In my games I added the sykraken and krakidan, half-kraken born by aboleth and human respectively. I also had the sea flayer, an aquatic illithid of sorts inspired by the blue-ring octopus.

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    Default Re: Underwater D&D 3.5

    Kokrulis needs a little tweaking. Here's what I recommend (my suggestions are in bold)

    • +2 wisdom, +2 intelligence, -2 dexterity, -2 charisma
    • 30 movement
    • +4 natural armour
    • Usually worship Aksékhasdos
    • Stability: Kokrulises gain a +4 bonus on ability checks made to resist being bull rushed or tripped.
    • Darkvision
    • +4 racial bonus on Listen, Search, and Spot checks when in water. A Kokrulis who merely passes within 4 feet of a secret or concealed door is entitled to a Search check to notice it as if s/he were actively looking for it.
    • Automatic languages: Kokrulish, Turtle, Aquan, Common
    • Swim speed 40.


    I would recommend that you minimize the number of languages so that the PCs are sure to be able to communicate with each other. Aquatic is not a language; Aquan is the language.

    Creatures that can swim should have an automatic Swim speed.

    You should note which creatures a have the Aquatic subtype (and thus breathe only water), which have the Aquatic subtype with the amphibious special ability which allows them to breathe both air and water and which are simply fully air-breathing (and would not have the Aquatic subtype even if they live solely in the water).

    Debby
    Last edited by Debihuman; 2010-06-22 at 12:20 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

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    Default Re: Underwater D&D 3.5

    Quote Originally Posted by Debihuman View Post
    You should note which creatures a have the Aquatic subtype (and thus breathe only water), which have the Aquatic subtype with the amphibious special ability which allows them to breathe both air and water and which are simply fully air-breathing (and would not have the Aquatic subtype even if they live solely in the water).
    Undead and constructs also work remarkably well in a subaqueous setting.

    Here's a thought. If anyone wants to get together for a real-time chat, I already have an IRC channel set up for my Sunday game. Just send me a PM and we'll try to coordinate a time. I'll be in that room tonight at 9pm (eastern), for a non-game chat, but I tend to lurk there 24/7 otherwise.

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