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{{hazard|hazardname=Rough Waters (CL 3)|hazardbook=Unknown Regions|hazardpage=104|hazardflavor=The wind whips across the water, causing whitecaps and tumultuous conditions.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.|hazardattack=+5 vs. [[Fortitude Defense]]|hazarddamage=2d8+2 (''Miss | {{DISPLAYTITLE:Rough Waters}}<!-- | ||
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-->{{hazard|hazardname=Rough Waters (CL 3)|hazardbook=Unknown Regions|hazardpage=104|hazardflavor=The wind whips across the water, causing whitecaps and tumultuous conditions.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.|hazardattack=+5 vs. [[Fortitude Defense]]|hazarddamage=2d8+2 (''Miss:'' Half damage).|hazardrecurrence=On trigger.|hazardskill1='''[[Knowledge#Physical_Sciences|Knowledge [physical sciences]]] (DC 14):''' The character identifies the presence of rough waters and recognizes the hazard’s effects on swimming creatures and aquatic vehicles.|hazardskill2='''[[Pilot]] DC 14):''' The pilot of an aquatic vehicle affected by rough waters can make a Pilot check as a [[reaction]] to avoid the rough waters.|hazardskill3='''[[Swim]] (DC 14):''' The character can make a Swim check as a reaction to avoid the effects of the rough waters.}}<!-- | |||
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Latest revision as of 22:41, 26 October 2025
Rough Waters (CL 3)
Saga Edition Core Rulebook, page 3 (table of contents).
The wind whips across the water, causing whitecaps and tumultuous conditions.
Type: Natural
Trigger: A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.
Attack: +5 vs. Fortitude Defense
Damage/Effect: 2d8+2 (Miss: Half damage).
Recurrence: On trigger.
Skills:
Knowledge [physical sciences] (DC 14): The character identifies the presence of rough waters and recognizes the hazard’s effects on swimming creatures and aquatic vehicles.
Pilot DC 14): The pilot of an aquatic vehicle affected by rough waters can make a Pilot check as a reaction to avoid the rough waters.
Swim (DC 14): The character can make a Swim check as a reaction to avoid the effects of the rough waters.
