Rough Waters (CL 3)
Unknown Regions, page 104.
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.
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.