Origomar
2017-04-23, 08:20 PM
Here are the rules that i have found, the first one is in play the second one im not entirely sure but it definitely complicates things a lot
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
and 100 feet per minute is the maximum rate of ascension to avoid any ill effects. A character can rise 100 feet in one round without ill effects, so long as he doesn’t raise another 100 feet for at least a minute. A character that rises more than 100 feet in a minute will take 1d4 Constitution damage per each additional 100 feet traveled in that minute.
I have no idea how far in the ocean it is but the average IRL ocean depth is like 10k so i would imagine around the same for us.
The spells we have access to are level 9 magus spells and level 14 warpriest spells. We also have a wizard and a decent amount of money but the wizards not willing to help us for story reasons.
The object is also extremely heavy. We have a barbarian that can carry it but probably no one else could.
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
and 100 feet per minute is the maximum rate of ascension to avoid any ill effects. A character can rise 100 feet in one round without ill effects, so long as he doesn’t raise another 100 feet for at least a minute. A character that rises more than 100 feet in a minute will take 1d4 Constitution damage per each additional 100 feet traveled in that minute.
I have no idea how far in the ocean it is but the average IRL ocean depth is like 10k so i would imagine around the same for us.
The spells we have access to are level 9 magus spells and level 14 warpriest spells. We also have a wizard and a decent amount of money but the wizards not willing to help us for story reasons.
The object is also extremely heavy. We have a barbarian that can carry it but probably no one else could.