Underwater Combat

Land-based creatures usually have considerable difficulty when fighting in water, as it affects a creature’s attack rolls, damage, and movement (see page 137 for more on swimming). The following adjustments apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

Source

Core Rulebook pg. 405

Characters swimming or floating in water that is at least chest deep and characters who are fully immersed have cover against attacks made from the surface.

Source

Core Rulebook pg. 405

Most attacks made underwater take a –2 penalty and deal half damage. Attacks that deal fire damage do only one-quarter damage. Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty. Melee attacks that deal piercing damage deal full damage. Thrown weapons are ineffective underwater, even when launched from land.

Source

Core Rulebook pg. 405

A creature that is attempting Constitution checks to hold its breath can’t concentrate enough to cast spells. Some spells might work differently underwater, subject to the GM’s discretion.

Source

Core Rulebook pg. 405

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