The acrobatics check to walk on squares next to the hole is DC 10. Small characters get a +1 bonus. The squares are difficult terrain (double movement cost) this can be ignored if you succeed on a Dc 15 acrobatics.
maybe I should throw Hijikata a rope instead. You guys fight the rats I'll save Hijikata strikes a heroic pose then jumps in the hole after Hijikata. the rats can't get us down here.
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
Male Tian-Shu Human Rakshasa Sorcerer 1 | HP 11/11 | AC 13/12/11, Fort +1, Ref +2, Will +2 | Init +2; Perception 0
No problem! And I just remembered that you can't 5-foot step into Difficult Terrain but you can move 5 feet into it as normal, expending your move action. Since you didn't use your move action, doesn't really affect anything mechanics-wise.
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
I think the crate will probably sink and destroy the books if we dont get it out of the water damn fast.
Proposal:
1) Person number 1, get ropes/Nets attached to crane
2) Person number 2, get the crane into position
3) Person number 3, jump in hole and start tying ropes/nets attached to crane to the Crate.
4) Person number 4, Assist Person Number 3.
5) Person number 5, Use crane to pull up Crate along with Persons 3 and 4
6) Person number 6, Cover persons 1-5, and replace whoever misses their task.
This probably isn't the ideal moment but here's a photo of my boy helping me with the mowing! <Photo>
He ran towards the mower when I started it. I had to find a safe way for him to help. He loved it... (can't wait till he's old enough to do it himself :P )
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
How long have we got? If its a minute - then great... otherwise we need to move FAST
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
Hell - we'll toss you a rope. Get it around it asap...
I am glad I didn't have to jump in. I was going to but you guys beat me too it. lol. You guys are going to stink when we fish you out. So hopefully you guys can get the rope around it and hijikata and I can keep the crate up until jezebel and Galia get the crane over and the net down to the guys in the water. then they get the net around the crate and we hoist it out of the water with the crane. Pop it open with the crowbars collect the books and any other loot we find then head for the next task. Is that the plan?
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
Will ppl in the water trying to keep it up be of any help?
You guys are doing great. The water in the bay is pretty calm so the Dc to swim is 10. That will let you swim a quarter of your speed as a move action.
The crane is over the hole ready to be lowered to the crate. At its current height Jezebel shouldn't have any trouble simply hooking the net on. (just need to roll an acrobatics check at the edge of the hole.)
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
Gotta say how much I am enjoying this. Thanks to my fellow players as well - this is a great experience.
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
Hekra is such a goof, he is trying so hard to fit in. He even jump in the water. The great thing is that Jade taught him to wrap up his stuff in water proof skin. One never knows when a poor misunderstood tiefling will find himself outside the town during a rain storm.
thats good but you guys are still going to stink. We are going to have to get you cleaned up before we can take you into any of these rich peoples houses.
Male Tian-Shu Human Rakshasa Sorcerer 1 | HP 11/11 | AC 13/12/11, Fort +1, Ref +2, Will +2 | Init +2; Perception 0
As for the smell, he has soap. Azeban also has prestigitation which can be used to clean and dry himself. He's also a tailor so he can stitch up his clothes. If that's insufficent to get rid of the smell, he's carrying around some Wolfsbane which, while very poisonous, does smell rather nice.
Male Tian-Shu Human Rakshasa Sorcerer 1 | HP 11/11 | AC 13/12/11, Fort +1, Ref +2, Will +2 | Init +2; Perception 0
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Ah, thank you. I've been experimenting with how to roleplay the verbal components of spells and I'm pretty happy with how I'm playing Azeban's this way.
And I didn't realize that special form of idiomatic expression existed! They are very interesting to me and I'm very happy you informed me of them.
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
10 sets of masterwork thieves' tools, three flasks of alchemist's fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of white powder, a deck of cards, and two sets of dice.
I am assuming everyone takes a set of masterwork thieves' tools. that leaves 4 sets and all the rest of the stuff. It doesn't matter who carries the books and papers back assuming we just get fast forwarded back to the pickled imp. Galia has the weapon blanch. do we need to figure out who has the rest of the stuff?
F Human Barbarian 1 HP: 10/10 | AC 15 | 11 | 14 | CMD 16 | Fort +4 | Ref + 1 | Will + 1| Init +1 | Perc + 4 | Acro + 2 | Surv + 4 | Know(Nature) + 4 | Great Axe + 5/1d12+6/x3 | CMB + 5
I'm thinking Galia won't bother with the thieve's tools :)
As for your second question, I don't see why Galia couldn't carry the surplus after everyone's taken what they need/want. At least as far as reducing encumbrance on anyone.
I was joking. I don't think any of the things we found weigh enough to really effect some anyones encumberance levels. well maybe if they were carrying all ten theives tool kits. If everyone takes what they want then it shouldn't be a problem. we should sell the unwanted masterwork theives tool kits though. even if we only get half their value that is 50 gp a piece.
Items in the crate besides the books come to about 30 lbs. most of that is the theives tools. I can carry the entire thing and only be at medium encumbrance so I will carry anything not claimed by individuals until we sell it and split the proceeds.
AC18/Touch12/Flatfoot16/CMD 14||HP 11/[13]| Fort:+4 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +3. Katana +2 1d8+2 CMB +2 Channels 4/[5] Male Aasimar (Scion of Humanity) / Tien Background Cleric 1 (Favoured Class) of Heroism and the Sun
I can carry some - already at medium encumb so I am ok...
That said, in PFS society games you dont have to loot everything and you get a set amount of gold at the end of the adventure no matter what you do in game.