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Downtime Rules
Aquatic Rules
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Surviving Underwater
Extreme Depth
Source
Starfinder #36: Professional Courtesy pg. 47
At certain depths, the pressure of the surrounding water becomes so great that it endangers non-adapted creatures (such as most PCs, including aquatic species).
A creature in deep water (100–999 feet deep) must succeed at a Fortitude save (DC = 15 + 1 per previous check) or gain the sickened condition. This condition ends when the creature returns to a normal depth.
Severe depths (1,000 feet or deeper) are far more dangerous. Every minute, a creature not accustomed to these depths that needs to breathe must succeed at a Fortitude save (DC = 15 + 1 per previous check) or begin to suffocate as though they’ve lost access to air (see Suffocation and Drowning above). In addition, every hour while at these depths, all such creatures without environmental protections must succeed at an additional Fortitude save (DC = 15 + 1 per previous check) or take 2d6 bludgeoning and 2d6 cold damage.
Note that even aquatic creatures and others able to breathe underwater (or who don’t breathe at all) are still subject to the non-suffocation effects described above.