Movement: Creatures with a swim speed can use it to move freely underwater. Creatures without a swim speed who succeed at a Swim check can move up to a quarter of their speed as a move action or half of their speed as a full-round action. The DC of this check is 10 unless otherwise stated. If the creature has a surface to walk along, such as the bottom of a body of water, it can move at half speed without a check.
Melee Attacks: Natural attacks or attacks with bludgeoning and slashing weapons take a –2 penalty and deal half damage. Attacks that deal piercing damage don’t take these penalties.
Ranged Attacks: Thrown weapons are completely ineffective underwater. Attacks with ranged weapons except underwater crossbows (Pathfinder RPG Ultimate Equipment 17) take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties
from range.
Spellcasting: A creature that cannot breathe water must succeed at a concentration check (DC = 15 + spell level) to cast a spell underwater.
Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells and spell-like abilities with the fire descriptor
are not effective underwater unless the caster succeeds at a caster level check (DC = 20 + spell level). If the check is successful, the spell produces a bubble of steam instead of its usual effect but otherwise functions as described. A supernatural fire effect is not
effective underwater unless its description states otherwise.
Freedom of Movement: The spell freedom of movement negates the penalty on melee attack rolls with bludgeoning and slashing weapons and allows creatures to move freely in all directions as if they had a swim speed equal to their base speed. Such creatures automatically succeed at all Swim checks.
Invisibility: An invisible creature displaces water and leaves a visible, body-shaped absence of water where it is located. The creature gains concealment (20% miss chance) rather than total concealment (50% miss chance).
AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30
1. Player/Forum Name Carrie G
2. Character's Name Ariana
3. Class and Level Figther 10
4. PFS# (and dash) 110249-3
5. Faction GL
6. Day job Roll (if any) Prof Gladiator:1d20 + 5 ⇒ (5) + 5 = 10
Dashing Half Elf 11 | HP: 91/91, AC 30 ,T21, FF22, CMD:29, Fort:+12*(+5 more vs disease/poison), R+23, Will:+13*(15 v Encht/18vMind Effect)*, Init:+13, Percep:+23*(24* vs Traps) | Panache 11/11|Charmed Life(+3) 6/6|Inspiration 4/4 | Active Effects:
I was just looking over his chronicles and I forgot he gained a level after the last AP I GMd, putting Aelwynd at 10. Updating his character sheet before we get fully underway.
Just finished playing Feast of Sigils. It does not change my level but, I do have a good amount of cash on hand to spend. So I'd like to purchase:
-a cloak of resistance +2 (4 000 gp)
-a cracked dusty rose ioun stone (500 gp)
-upgrade my belt of Giant's Strength from +2 to +4 (12 000 gp)
-a pink rhomboid ioun stone (8 000 gp)
-a ring of protection +1 (2 000 gp)
not sure.. lemme go check with our GM... and I do have another character who can come if a cleric would be welcome... but I'd rather play varian in this one, if possible.
ok... just chatted with my other gm and it looks like we're not gonna be done any time really soon, so I will withdraw Varian from the game. I could bring a cleric if you want her... I know you already have a warpriest, but more healing and some blasting (she's a fireballer) is usually welcome. just let me know.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30
Oh dear Lore and Aelwynd. We're going to have so much fun.
Dashing Half Elf 11 | HP: 91/91, AC 30 ,T21, FF22, CMD:29, Fort:+12*(+5 more vs disease/poison), R+23, Will:+13*(15 v Encht/18vMind Effect)*, Init:+13, Percep:+23*(24* vs Traps) | Panache 11/11|Charmed Life(+3) 6/6|Inspiration 4/4 | Active Effects:
Aelwynd will buy a wand of Touch of the Sea(using 2 prestige). He can cast it as a SLA but that costs disrepute and I have been meaning to buy the wand for awhile now. Each use will only last a minute but that should help in a combat.
He will also buy the Seaweed Leshy Bulb(50gp limit 1, acts as potion of water breathing but only for 10mins) from Plunder and Peril:Rum Punch. Another thing I have been meaning to get but always forget to do. I know according to what we have been told we don't need to worry about water breathing, but I prefer to play it safe. He will also buy a scroll of water breathing and heroism for 750gp and a potion of neutralize poison for 750gp. I added everything to my character sheet and deducted the coin.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
from Treacherous Waves 8-19 game I'm in with another character:
"But if you plan to be out of the city or otherwise want them, I’d recommend trying a bathysphere jellyfish instead. They come in a jar and are not so easy to carry around as a potion, which is why I’ve given you those vials, but you should be able to get them at the market for around 20 gold pieces. If you let the jellyfish attach to your head, it provides a continually replenishing pocket of air that lasts for eight hours, allowing you to breathe and speak normally underwater.”"
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30
F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9
My father is having open heart surgery in the next couple days, so there will probably be no posts from me until Sunday. If anything changes, I will let you all know.
Botting Instructions: Please use Misfortune, Slumber, or Evil Eye hexes as necessary. Feel free to use any spells or other actions to save Rowanna's or someone else's life.
AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30
I hope everything goes well. My prayers are with you and your family.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Sorry if I'm a few posts behind... Husband is in surgery today and probably won't be able to post again til late tonight or tomorrow... Again, sorry for any delay - feel free to bot me to keep the action moving...thanks.
AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30
Ditto. Praying the surgery goes well, and recover is quick.
Dashing Half Elf 11 | HP: 91/91, AC 30 ,T21, FF22, CMD:29, Fort:+12*(+5 more vs disease/poison), R+23, Will:+13*(15 v Encht/18vMind Effect)*, Init:+13, Percep:+23*(24* vs Traps) | Panache 11/11|Charmed Life(+3) 6/6|Inspiration 4/4 | Active Effects:
Wow! Two of our players have loved ones getting surgery done. Love and best wishes to you both, and yes, let the recovery be as quick and easy as is possible, all things considered.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9
GM, would you allow Rowanna to use a Healing Hex to do positive energy damage to the tentacles that are holding her? Since they are part of the Haunt, I would imagine the damage would go to the Haunt. The Healing Hex is a Supernatural ability, so it does not require a concentration check to use while grappled.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Just got home from the vet. Had to say goodbye to a dear companion kitty today. I'm a wreck and may or may not post later. Tomorrow morning I leave on a 4 day retreat, so my posting may be spotty if at all during those four days. Please bot me as necessary... sorry and thanks.