Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Fort save: 1d20 + 9 ⇒ (16) + 9 = 25 (This includes the +4 bonus due to the Endurance feat for Fort saves to avoid nonlethal damage from cold environments.)

Before I attempt the other checks asked by the GM, Holystone will you want to steer the raft being that you've spent your life on the water? I didn't want to step on your toes (Taissa has +6 to Prof Sailor and +2 to STR), so I'm asking. :)


Shenkt "Hack" Corchran wrote:
I was just joking, but before we got on the ship, both Tai and I boosted Craft Carpentry during that level, and it fits with his forestry background.

No worries Hack, I missed it when I looked at your sheet was all.

By the way, in a recent post I had asked you guys for a Fortitude Save. So far only Taissa has made one; although she presumed that it was related to Cold Damage (though it wasn't); but sadly I didn't see the save from you, yet...

Taissa, if you could please toss up a Fort Save from Daya, too, that would be sweet! ;)

Question: What did you guys do with the baggage that the mule was carrying?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

It's for hot or cold ... but since you said in your description that the chill/damp of the rain was there, I presumed it was cold. Either way, the Fort check for Taissa would 16+5=21 without the Endurance feat bonus.

Daya's Fortitude: 1d20 + 3 ⇒ (5) + 3 = 8 Well, that's a fail.

Regarding the mule, that hasn't been discussed yet. I wanted the others to chime in first ...


Taissa Sloane wrote:

It's for hot or cold ... but since you said in your description that the chill/damp of the rain was there, I presumed it was cold. Either way, the Fort check for Taissa would 16+5=21 without the Endurance feat bonus.

[dice=Daya's Fortitude]1d20+3 Well, that's a fail.

Regarding the mule, that hasn't been discussed yet. I wanted the others to chime in first ...

No worries, Tai - but remember - Endurance works against lots of things in the wild, but regarding temperature issues it normally relates to things such non-lethal damage like frostbite or heatstroke.

I checked the book, though; it doesn't work against mundane things like diseases or poisons (for example) or whatever this might be...


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

About the Mule? We hobble its front legs so it can't wander too far, can still move and we come back fro it so as to have it carry all the fat loots. (^_~)

Fort Save:1d20 + 7 ⇒ (6) + 7 = 13

That.....is not promising....(¬_¬)

Does having the right equipment/clothing for the environment add a =2, possibly?

Melthune lifts, carry's and poles to the best of her ability.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain, Taissa is covered in vermin repellent (does that make a difference?) and if Daya is flying, then why does she need to make a fort save currently?


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

The night before:

Jenner nods approvingly at Taissa saying she has several vials of alchemist's fire. That's good, then.

"Aye, watches will be wise, and as little light as can be helped, as you say..."

Holystone listens to Snaga with his brows knitted. He trusts the judgment of the others when it comes to the goblin, but it's very interesting to hear a goblin speak of how things are done in their tribe. He's rarely gotten the gobbo perspective, after all.

He goes to sleep that night with much to think about.

Next day/now

"A fine, fine muck this is," Jenner says as they stare out into the marsh and prepare to push off. He smears his vermin repellent thickly over himself to guard against midges. "Well, I'll guide this raft if others will pole it along, eh? I say the strongest can push with the oars, and anyone else can keep a weather-eye out, aye?"

Dain: is there any reason we can't lash our excess luggage down in the center of the raft, rather than physically carry it on our backs? Jenner was hoping to be able to tie things down, with the canvas over the gear to keep it from getting soaked, etc. If it's securely lashed down, then even if the raft capsizes, we shouldn't lose things (well, they might get soaked, but not lost, anyway). Ten by ten raft, Melthune, Taissa, Hack, Jenner, Polux, Snaga, a small pile of cargo... some of us will likely be squeezing, it's true, but we'll be squeezing whether or not some cargo is lashed down in the center.

Jenner hands off the oars and settles in to try and guide this ship of fools. ;)

Profession: Sailor: 1d20 + 7 ⇒ (3) + 7 = 10
Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16

Jenner is clearly unacquainted with navigating on marsh instead of open water, but at least he doesn't capsize anything. We hope.

Thanks for giving Jenner a chance on the Sailor check, Tai. Even if he didn't do so hot. ;)
Mule: I think regardless, the mule's gonna be food for whatever's in the swamp. If we hobble it it can't run away from predators. If we let it go, it may wander back to town, or it may get eaten en route. The only way to ensure the mule is safe is to bring it with us, which, well. That'd mean multiple ferrying trips using the raft and would easily triple our rate of progress.
Personally, my vote is to free the mule: it stands more of a chance of surviving if it's not hobbled, but that's just me. Bill-the-pony, mines-of-Moria, sort of thing.
I actually had a plan for the mule which fell apart when I realized that Touch of the Sea is not a cleric spell. *sigh* I was just gonna have it swim along with us! Oh well.


Short details before I leave for work –

Via Raft/Gear

As posted before, these are the “Stats” for the raft; what it can carry, and how much (and this includes gear).

This is a copy and pasted clip from the previous page about the raft:

You’re able to make a raft to move your mates through the water. However, that will require a Craft: Carpentry Check – DC 12. To make a raft that will hold roughly 8 medium creatures and a total of roughly 1,600 lbs will cost (roughly) 10 GP in Crafting Supplies via Rope and wood for an oarlock to steer with and some paddles – the actual price being roughly 30 GP) if your company would like to try Crafting one down by the water line. In which case I’d recommend buying some “Mundane Crafting Supplies” and possibly Carpentry Tools – which might be easier. Remember; you can attempt Cooperative Crafting to make the Raft once you get to the water, if you’d like.

Raft is moved by Current or Muscle and requires a single Pilot with a Profession: Sailor to steer it. Average movement speed (without current) is roughly 3 miles an hour over calm water.

Jenner; if you want to leave everything on the raft, that’s completely fine with me. However, I need to hear things like that from you guys. There is so many things you guys could do, if you guys don’t tell me then I have to ask. So you “can” lash it to the raft; but will you? When someone does it on the boards, then I’ll know.

If your total gear is more then 1,600 lbs you are in danger of capsizing the raft.

Via Daya’s Fortitude Roll

Tai – that all depends on Daya. How high is she flying? If it’s ten feet above you, of course she has to make it. If she’s flying above the treeline then she might even be 100 feet up. In which case she’s at a -9 to Perception Checks just to see you guys in normal weather via the penalties for Perception for range – not to mention the fact that she’d be at a greater penalty to see you guys because of the Rain Storm (under the rules for Increment Weather) and is likely to lose sight of you guys, not to mention enemies.

In other words, before I can answer that question can you please tell me how far away she is from you and your companions?

This takes me to another point that I hinted at but I didn’t ask directly – where is everyone in relation to each other? You don’t have a marching order on the raft, but I don’t know where people are or what there plans are.

Via the Vermin Repellent

For things like mosquitoes and other bugs that might spread blood-borne illnesses, yes; that would. You are not bothered by those types of things at this time, though.

Via the others –

I still need Fortitude Checks from Hack and Polux and Snaga (if Polux doesn’t want to roll for him, I can do that).

Okay - I'm heading to work, I'll have time to post something a bit later today. See you then...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Watching Holystone attempt to navigate the raft, Taissa reapplies the vermin repellent and then takes one of the proffered oars and inserts its blade into the marsh water. When her other companion is ready (Whoever volunteers to take the other oar), she sweeps the water with the oar to thrust the raft forward.

STR check (DC 10): 1d20 + 2 ⇒ (20) + 2 = 22

Taissa is fine with freeing the mule rather than hobbling it.

Dain: Why can't Daya be 40ft above us?

Before taking the oar/pole, Taissa secured her gear to the middle of the raft, along with the others.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Even as the rain continues to fall, Daya's golden eyes scan the grey skies and the marsh waters below hoping to spy an impending threat, obstacle or danger and report it via screech to Taissa below.

Perception: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 (-4 penalty to Perception check due to halved visibility in rain)

Daya is flying 40 ft in the sky.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

The issue of things like 'nobody's specifically said they're lashing stuff to the raft, so therefore, I'm not sure if you guys are doing that, so therefore, someone is logically carrying this extra gear and is now encumbered' is one of players and GM operating from two different core assumptions to me.

I play, and GM, from the premise that the characters make routine, common-sense judgments. A raft is, essentially, a ferrying craft, just as a wagon is a vehicle designed to carry more things than people can normally carry on their own. It is common-sense to me that... especially in a swamp, where the chance of having to swim is very high.... people would not go 'hey, I'm going to burden myself down with more gear, and increase my personal odds of drowning', when we have literally just built a watercraft to carry ourselves and our gear across the water, and there is nothing stopping us from putting our gear onto that craft.

For myself, as a player, being expected to spell out the solutions that to me are just what common-sense, seasoned travelers would do is ... not natural to me. I'm not saying you're wrong, I'm just saying it's not how I usually play, and keeping track of all of those small details would drive me crazy as a GM, honestly. Props to you if you can keep track of all that (I mean that sincerely; I just wouldn't have the patience myself to GM in that fashion). I will continue to have to adjust to this as part of the play style of this game. Sorry if my adjustment period continues to make you have to ask questions of this nature.

Jenner bundles up their excess gear tightly in his purchased canvas before they set out, and lashes this bundle to the center of the raft with several strong sailor's knots.

My very rough estimates of group weight would probably put us near but not over the 1600. If you want each player to list their personal gear and weights so that we can decide whether or not we topple our raft:

Jenner: Probably weighs around 170, as he is stocky but short. Had 42 pounds of gear before he started buying things in town, I haven't calculated out exact weight of everything but let's round it to 50 pounds. 220 here.

Do you, as the GM, want to go down the line of having everyone list their character's personal weight and gear weight, or do we want to assume that a raft that could hold 8 medium creatures comfortably can also hold 5 medium creatures and a small one with a bunch of gear? Because the latter seems simpler to me.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Fort: 1d20 + 7 ⇒ (3) + 7 = 10

Not knowing what the save is for, I am not sure if my Extreme Endurance - Cold, will protect me in the event of a failed save.

Hack will assist in tying the gear down on the raft. He afterwards applies the vermin repellant, then takes up the other to assist propelling them through the water.

STR: 1d20 + 4 ⇒ (12) + 4 = 16


Jenner - it's cool about the gear for now. That was more to see if you guys pick up anything once you get to where you going.

As for lashing the gear to the raft; while you're right and that's a logical conclusion, there were other possibilities.

I'm not asking you guys to micro-manage; just give me a little to work with is all, because I'm doing what I can to figure things out, and sometimes it gets confusing to me.

For example, you absolutely can lash the gear to the raft; no worries. But on the other hand, someone might have said - "You know, we average about 250 lbs of meat, muscle and gear per person, for a total of 1,500 lbs. How about we do things like strip off extra rations since we're only about 9 miles out and if there are pirates there, they'll likely have food. Also, the Pavilion Tent alone weighs 50 lbs; maybe we could just take that, the rations, tools, and maybe anything that we don't really need for a few miles and just bury it on the ridge - out of sight and all; then if we meet with pirates and defeat them, we can put the extra loot/gear that they're carrying on the raft and sail it back fast without worrying that extra gear might sink the raft". That would have been possible, too. I mean, there's a lot of possibilities here - most of them reasonable and logical; but I'm not entirely sure what specifically you guys would like to do; that's why I asked. For now you have the gear with you; no worries about that. You've got about 1,500 lbs on the raft, so it's not a problem right now.

Meanwhile - Taissa - Daya can absolutely be 40 feet up. But distance matters because if you guys suddenly get into combat and she's 40 feet up then if she wants to attack that round, Flying the 40 feet is a Move Action for Daya to swoop in and help attack; whereas 80 feet up means she can only do a Double Move to get to you guys on the raft and can't attack that round (never mind things like penalties to Perception).

I'm just saying that details help. So, for example, since Polux isn't really needed to steer or propel the raft (or Snaga or Melthune at this point), he could indeed be doing what he can to watch and just make a Fortitude and some standard Perception check to help you guys out. That's a possibility.

On the other hand; Polux might have also said - "Hey guys, while I'm on watch I'll be standing at ready with a bow and arrow, because they're quieter than guns and won't give away our position. Point is, I'll have the weapon readied. If we're surprised by a hidden creature I will do what I can to try to shoot that creature right away before I drop the bow as a Free Action, then do an Acrobatics Check to leap into the water near the creature and draw my daggers as a Free Action as I'm doing it so that next round I'll be able to attack anything that comes close us." - for example. But then again, he may not want to do either option - I don't know.

Anyhow, that's just a quick explanation for why I asked is all. I hope it clears things up a bit regarding why I ask this stuff. For now I'll just wait for Polux to act, and then move forward. See you guys later today...


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

"I'll stand on watch" - Polux warns the others - "Let me know if you need me to man the raft" - he adds.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

--------------

Time Lost Fort Save?: 1d20 + 5 ⇒ (16) + 5 = 21

You roll for Snaga please Dain. Any modifiers apply? Cold weather gear for example?


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Strength check for carrying that load:1d20 + 4 ⇒ (13) + 4 = 17( I See you lady...carryin' that oar...)

Perception Check:1d20 + 12 ⇒ (12) + 12 = 24


Snaga glances at the others.

”I will watch, too, chief,” he says and does what he can to study the water and the trees as the companions move forward.

Snaga's Fortitude Save
1d20 + 8 ⇒ (19) + 8 = 27

Snaga’s Perception Roll
1d20 + 9 ⇒ (8) + 9 = 17

With the excellent Strength checks the raft makes good time. In fact, you think you’re moving faster then you had hoped. Of course, this makes sense given that the massive rains are pushing into the water and that the swamps spill into the sea (which is kind of where you're heading); but the sailors among you estimate you’re moving instead of merely 3 miles an hour; you’re moving closer to 6 miles an hour (especially with the current). In other words, you’ll get there in about an hour and a half, according to Snaga’s earlier guess.

Via Fortitude Saves: I have all modifiers in play for what - if anything - required them. More about that later, though.

Meantime everything’s up and ready; when I get back from work tonight I’ll let you know what you see, if anything. Also, sorry for all the delay’s regarding PM’s; Social Thread and so on. I haven’t been feeling very well lately; but I’ll do my best to have something there very soon.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Fort Save:1d20 + 7 ⇒ (13) + 7 = 20


Melthune; no worries making a second Fortitude Check, I only needed the first one. Thanks!

Okay gang, for quick reference of what might happen next let me make a quick check –
1d810 ⇒ 56

EDIT: Okay; wow, that’s lucky (for you guys) as it allows this check to be made at significant penalties for me –

1d20 + 2 ⇒ (10) + 2 = 12

EDIT: Okay, that’s lucky again; but for you guys…

That said, you aren’t surprised, but I will need Initiative Checks (which reminds me):

Group Initiative:
Hack: 1d20 ⇒ 18
Jenner: 1d20 + 2 ⇒ (13) + 2 = 15
Melthune: 1d20 + 1 ⇒ (3) + 1 = 4
Polux: 1d20 + 6 ⇒ (1) + 6 = 7
Snaga: 1d20 + 5 ⇒ (8) + 5 = 13
Taisa: 1d20 + 3 ⇒ (2) + 3 = 5

Tai – Daya’s too high to see what’s going on this round via the opposed Perception Check; she won’t be able to attack this round, but as soon as you call out she is able to rush down and attack. FYI – the target is currently 20 feet from you guys, and 50 feet from Daya.

Group Average: 10.3

Bad Guy Initiative:
1d20 + 1 ⇒ (19) + 1 = 20

EDIT: Looks like I'm up...

Just for fun; here’s a little clip to get you all in the mood: Clip Here.

And if you need something more direct; you’re free to look Here.


Rising from the water is a large tangle of creatures; at first you assume that they’re snakes – but they move with a singular purpose and literally charges you all; aiming exclusively for the raft that you’re riding on, it seems, hoping to destroy it and sink you all into the filth of the water.

For the purpose of this the Raft will have the same stats as a Strong Wooden Door (Hardness 5; Hit Points 20).

The creature moves up and does a Full Attack on the raft using all five of its heads…

AC for Raft: 10

Attack: 1
1d20 + 6 ⇒ (16) + 6 = 22

If it hits
1d8 + 3 ⇒ (5) + 3 = 8

Attack: 2
1d20 + 6 ⇒ (18) + 6 = 24

If it hits
1d8 + 3 ⇒ (8) + 3 = 11

Attack: 3
1d20 + 6 ⇒ (14) + 6 = 20

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

Attack: 4
1d20 + 6 ⇒ (12) + 6 = 18

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

Attack: 5
1d20 + 6 ⇒ (9) + 6 = 15

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

Total Damage to Raft – 12/20 lost - Raft is danger of being destroyed as you stand on it...

FYI - the creature has REACH and is 10 feet from the front of the raft. The raft is only 10 feet wide; so only two of you can stand at the front of the raft.

I hope you guys have reach weapons... Of course, there are penalties for shooting in the rain - and it's still raining...

FINALLY: I need everyone to make a Reflex Save with a DC of 12 to make sure you maintain your footing and aren't knocked prone before you can attack...


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya's perception (penalties included) was 16. From your roll the bad guys were 12. So how did their opposed roll beat Daya's?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20


Right - for now I don't know if Polux is going to control Snaga - for now I'll take a shot for him...

Snaga's Reflex Check -
1d20 + 8 ⇒ (9) + 8 = 17

EDIT: Cool; Snaga's still afoot - I'll let you guys go first; then I'll do what I can to try to cut off some heads for you guys when Snaga goes...

Snaga's eyes widen in horror!

"It be snake god... Kill it!" he cries out with a horrified voice...

You guys are up; I'll have a visual up soon.


Daya wrote:
Daya's perception (penalties included) was 16. From your roll the bad guys were 12. So how did their opposed roll beat Daya's?

The creature was underwater; because it was underwater and the water was considered "Murky". You all have penalties to your Perception Checks because of this which were factored in already. The murky water was the issue that halted Daya from seeing from her height and distance.

However; you guys all did see the creature - your Perception beat its Stealth; otherwise it would have attacked via surprise and been able to attack your raft without you getting a chance to return the attack.

If Daya can Charge or has "Pounce" she can make a full attack this round - or she can do a charge attack, too.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11

Polux is caught by surprise as the creature emerges and furiously attacks their raft, so much so that he loses his footing, falling flat on his face.

His reactions are lightning quick however, and in a heartbeat the man is back on his feet.

Standing up as a move action.

He winks at Snaga - "Killing the God Snake? You got it my friend" - and takes off RUNNING full speed across the barge towards the beast, drawing his weapons as he goes - as soon as his feet reach the outer edges of the barge, Polux is flying through the air.

So.... Polux will use Dain's houserules for Acrobatics as part of a move. Meaning he runs to the edge of the raft, and wants to jump onto the creature - not sure how many rolls I need, but here goes nothing :D

Acrobatics Jump DC10 with running start: 1d20 + 11 ⇒ (6) + 11 = 17

He should reach it. But I also want to avoid AoO so:

Acrobatics to avoid AoO?: 1d20 + 11 ⇒ (15) + 11 = 26

If he gets there, he needs to hold on?

Acrobatics to hold on?: 1d20 + 11 ⇒ (8) + 11 = 19

MUAH! Look at ma boy go! Taissa, remember if I fall in, no Alchemist Fire please ;)


Combat Map: here.

Gang Coordinates –

Hack: G:8
Jenner: H:8
Melthune: F:8
Polux: E:7
Snaga: E:8
Taissa: G:7

Rain Effects here.

Your move –


Polux wrote:

[dice=Reflex Save]d20+7

Polux is caught by surprise as the creature emerges and furiously attacks their raft, so much so that he loses his footing, falling flat on his face.

His reactions are lightning quick however, and in a heartbeat the man is back on his feet.

Hey! Who woke up Polux??? ;)

Before you take your Move - you may want to re-read the Campaign Page with the rules on Acrobatics: The Acrobatics skill can no be used as part of a Move Action. The DC for any Acrobatics check during a Move Action goes up by +20. If you are using Acrobatics as part of a Move Action and you fail your roll, that means you will fall “Prone” at the point that you attempted your roll. - In other words; you're free to re-do that...

Guys - I'm letting Polux ret-con that action given that I think he may have forgotten how the rules work for it and hadn't seen the combat map, yet.

For now you can attack first, if you'd like.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune shakes the rain water from her eyes as the...beast? Beasts? erupt. She drops her pole and moves to place her helmet upon her head, un-sling her shield and draw her sword. As the raft rocks under the creature(s) assault she mutters,

"Gon'a need bigger trees next time..."

Ref Save:1d20 + 1 ⇒ (7) + 1 = 8

And she resolutely takes a deep breath.......


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Wait Dain. I'm not getting something. Is this considered part of my move action? I am not moving more because of the acrobatics, right? I am moving the full length of the raft, and the last 10 feet are my Acrobatic jump. Isn't that valid? I am assuming the raft is no more than 20 feet across, is it? I was under the impression the +20 was to move further away than your move in a single move action. Usually a character should be able to run 20' and jump using Acrobatics, or not?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa managed to keep her balance on the damaged raft. The creature was surely determined to destroy their only means of staying above water and it had to be stopped. She carefully dropped the pole/oar in the middle of the raft so they would not lose it (free action). Taissa screeched up toward the airborne Daya, warning her of the enemy near the raft. (Free action.) (Not sure, if Daya has to roll a perception check to hear this screech/call. Dain, let me know please, before I take Daya's action.)

She pondered her memory for any recollection of such a creature.

Know. Nature - on what kind of creature it is and determine its strengths and weaknesses: 1d20 + 5 ⇒ (13) + 5 = 18

Shaking the rain from her hair and face/eyes, Taissa pulled the longbow from her shoulder (it's on a leather strap), nocked a common arrow and aimed at the creature's heart. She waited until there was a temporary lull in the downpour and fired.

Ranged attack with +2 Magical Comp Longbow, taking in consideration the -2 penalty for the rain, point-blank shot and precise shot in play: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Damage, if hits: 1d8 + 4 ⇒ (1) + 4 = 5


Polux wrote:
Wait Dain. I'm not getting something. Is this considered part of my move action? I am not moving more because of the acrobatics, right? I am moving the full length of the raft, and the last 10 feet are my Acrobatic jump. Isn't that valid? I am assuming the raft is no more than 20 feet across, is it? I was under the impression the +20 was to move further away than your move in a single move action. Usually a character should be able to run 20' and jump using Acrobatics, or not?

Polux - I had you and Snaga on point because you both said you wanted to stand watch via Perception Checks. The person who steers the raft needs to be in the back (that's Jenner) with Hack/Tai in front to help paddle it; then Melthune and you guys up front to check for threats.

I recommend double-checking the combat map before you formally take your action (I didn't have it up before you took your action; which is why you are free to ret-con if you'd like), it may help clarify things a bit.


Melthune "Sans helmet" wrote:

Melthune shakes the rain water from her eyes as the...beast? Beasts? erupt. She drops her pole and moves to place her helmet upon her head, un-sling her shield and draw her sword. As the raft rocks under the creature(s) assault she mutters,

"Gon'a need bigger trees next time..."

Ref Save:1d20+1

And she resolutely takes a deep breath.......

You'd be making the Reflex Check before taking the Move Action to don your shield and draw your sword and then fall prone.

If you want to try drawing that stuff while prone, that's okay - the enemy can't reach you for an AoO at this time...


Taissa Sloane wrote:

Taissa managed to keep her balance on the damaged raft. The creature was surely determined to destroy their only means of staying above water and it had to be stopped. She carefully dropped the pole/oar in the middle of the raft so they would not lose it (free action). Taissa screeched up toward the airborne Daya, warning her of the enemy near the raft. (Free action.) (Not sure, if Daya has to roll a perception check to hear this screech/call. Dain, let me know please, before I take Daya's action.)

She pondered her memory for any recollection of such a creature.

[dice=Know. Nature - on what kind of creature it is and determine its strengths and weaknesses]1d20+5

Shaking the rain from her hair and face/eyes, Taissa pulled the longbow from her shoulder (it's on a leather strap), nocked a common arrow and aimed at the creature's heart. She waited until there was a temporary lull in the downpour and fired.

[dice=Ranged attack with +2 Magical Comp Longbow, taking in consideration the -2 penalty for the rain, point-blank shot and precise shot in play]1d20+10-2
[dice=Damage, if hits]1d8+4

Tai - Daya can definitely hear and is en route (if you'd like her to be). She just has to act at the bottom of the round (that is; after the rest of the group has gone).

Your shot seems to hit the creature, but it does not penetrate - skidding off the natural scales of the armor instead...

Your recollections on such beasts from old lore in your youth...


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Dain GM wrote:
Polux wrote:
Wait Dain. I'm not getting something. Is this considered part of my move action? I am not moving more because of the acrobatics, right? I am moving the full length of the raft, and the last 10 feet are my Acrobatic jump. Isn't that valid? I am assuming the raft is no more than 20 feet across, is it? I was under the impression the +20 was to move further away than your move in a single move action. Usually a character should be able to run 20' and jump using Acrobatics, or not?

Polux - I had you and Snaga on point because you both said you wanted to stand watch via Perception Checks. The person who steers the raft needs to be in the back (that's Jenner) with Hack/Tai in front to help paddle it; then Melthune and you guys up front to check for threats.

I recommend double-checking the combat map before you formally take your action (I didn't have it up before you took your action; which is why you are free to ret-con if you'd like), it may help clarify things a bit.

Ok, got it Dain. Thanks for the clarification. In that case, Polux will not stand up, instead rolling off the barge, and into the water at E:6, hiding under the surface, preparing to swim towards the creature.

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

As a free action, Taissa calls out her knowledge on the creature, "It's a Hydra. To kill it we need to sever all its heads or slay its body. If you destroy one of the heads, two will regrow in its place. To stop this, we must use acid or fire on the stump!"

Hydra info

Okay, then. Once everyone has taken their turn, I will post up Daya's action. Thanks, Dain.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Prone is a great result! Yes, sword and shield is a good set to have. :)


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Jenner swears rather magnificently in Varisian. It's a good language for swearing in.

"What the hell's a thing like this doing in a damned estuary?" he roars in Common, as he struggles to keep his footing.

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

Fortunately he is no stranger to heaving decks, and manages to stay upright.

"Damn your eyes, beast, it took us a good while to build this raft!"

Kn Arcana for magical beasts etc: 1d20 + 6 ⇒ (14) + 6 = 20 Presumably he gets the same stuff as Taissa

"I'll take my chances on the blasted body!"

He lets go the crude rudder and draws his loaded pistol from his waist-sash. A loud, ringing crack echoes through the swamp a moment later.

Invoking Deadeye (1 grit) to use touch range increment despite being 25 feet from the hydra.

Bang, vs touch AC: 1d20 + 6 - 4 - 2 + 1 ⇒ (18) + 6 - 4 - 2 + 1 = 19 (Attack, cover, rain, PBS)
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Lol, all that for 2 points of damage...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Jenner 'Holystone' wrote:

Lol, all that for 2 points of damage...

Least, you hit! Better than nothing. ;)

And Polux, okay, okay, no Alchemist Fire if you fall in. Maybe. ;)


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Upon Daya's turn at the end of this round (as Hack still needs to take his turn).

Daya hears Taissa screeched warning and with singular determination charges (in flight) at the creature attacking the raft.

Daya's new position C:9

She opens her sharp beak and takes a good bite of its scaled flank.

Bite Attack: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage, if hits: 1d6 + 5 ⇒ (1) + 5 = 6

She then remains hovering 5-10 feet in the air over C:9.

Hover (DC 15): 1d20 + 5 ⇒ (13) + 5 = 18
Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19 (Just in case now that Daya is closer to the marsh water...)

(Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.)

Daya's stats: HP 19/19, AC 20 (this includes the -2 penalty due to charge).


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
Round 1, Rage 1/13, Power Attack

Hack keeps his footing and flies into a rage as he moves forward to the position vacated by Polux (E7)at the front of the boat. He attacks with his Great Axe.

GA Att: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
GA Dam: 1d12 + 9 + 6 ⇒ (4) + 9 + 6 = 19


Quick sum-up

Jenner: Quick reminder; as per the House Rules for Firearms all firearms resolve against touch attacks in the first TWO range increments without Grit (though you do suffer normal range penalties). Gunslingers can extend that further with Dead Eye. So you can hit the hydra with your pistol at up to 40 feet without needing to use a Grit point.

Also, if you’re using ranged weapons, you should look into this feat on the Campaign Info Page for future levels:

Deadly Shot:

Benefit: With this feat you may apply your Dexterity modifier to damage with a ranged weapon if the target is within 30 feet.

Special: Bonus’s which effect the length of your range increment also effect the range that you are able to use this ability. In other words; if you take a Feat that extends your Range increments by 5 feet this Feat is extended to 35 feet and so on. This Feat stacks with the Gunslinger Deed “Gun Training”.

Special: This feat effects all mundane ranged attacks but does not allow you to stack both your Dexterity and Strength modifier to damage for things such as a Composite Bow or thrown weapons.

As a quick aside, I’ve dealing with a lot right now, but keep an eye peeled on the Social Thread for the response to Jenner via the Gaming – I’m not sure when it will be done; but I haven’t forgotten it.

Polux: You hit the water and go under; easily Stealthy. However, your feet aren’t touching bottom here. You’re not sure, but you think that the bottom may be at least 10 feet underwater; which is clearly how the creature was able to hide underwater. So it’s Round 1 for holding your breath at this time; and please remember the rules for underwater combat.

You’re not really able to use “Stealth” in the water unless you’re touching some ground to “hide in” (as in hiding behind coral or seaweed or something). However, since the water is murky you’re not really able to see more than 10 feet in any direction.

Now, although you can’t formally “See” the hydra at this time, you do have a pretty good idea where it is to swim to it on your round (in other words, you don’t have to see it swim within 10 feet of it at this point). On the plus side, you’re pretty sure that if you’re under the water it probably can’t see you!

Taissa: Your arrow did skid across the creature’s natural armor; so it’s a miss.

FYI – Snaga hears your comment about the hydra and says THIS (no, no; I kid, I kid ;)

Daya Go, girl; you hit! Nicely done!

Hack: You need a “Reach Weapon” to be able to hit the Hydra from your current position. I can’t remember; does your ax give you “reach”? If so, you hit for sure and did good damage – but if not, you may want to be using a reach or ranged weapon…

Melthune: You are on the raft in full armor/weapons and prone.

Finally –

Snaga watches his Chief hit the water and growls in out – Polux-glob bÃ-bhosh skai then draws his kukri’s as part of a “Move Action” and dives into the water at E:9 and also disappears from sight.

I’ll have the new round for combat up some time later today…

Anyone with 1 rank in Craft Carpentry:

If the raft is broken, it will split apart into logs and fall under. People can grab the logs to stay afloat; but that will be tricky and most of your gear will be lost.

However; I’m going to field test a quick “House Rule” for repairing items in the field.

Field Repair – A full round action.

The character may use a Craft Check with a DC 10 to restore 1d4 Hit Points to the damaged object. For every 5 points the Character beats the DC they can Repair an additional 1d4 HP (in other words – a 15 = 2d4; 20 = 2d4, and so on).

The Temporary HP lasts for one minute for every Rank the Character has in the appropriate skill (2 minutes for 2 ranks; 4 minutes for 4 ranks, and so on) and the Duration of the Temporary HP is not effected by Misc. Modifiers.

When the Temporary HP are gone the item gains the “Broken Condition”. However, if the item loses more than half of its total HP in Temporary HP it becomes “Destroyed”.

I’m not sure how this will work; I know there are both Feats and Spells that allow you to do this, but for now this is just a test. If it works and people like it, I may put it in the Campaign Page.

Remember; a round lasts 6 seconds; so if someone does this on the next round they’ll have at least 10 rounds to finish the Hydra and get the raft to a place that they can try to fix it without it falling apart.

Okay, I’m a little swamped right now (Pardon the pun) but I will have the battle map up later today.

Hack – just let me know if your ax is a reach weapon or not; if it isn’t I’ll let you swap with someone who has one, if you’d like, for free this round. Either way, let me know your plans.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I would not have taken that action had I known the Hydra was not on part of the boat. I would not have moved forward or raged because my Axe is not a reach weapon. My new Round 1 action appears below.

Round 1

Hack draws his loaded crossbow and fires at the Hydra.

HXbow Att: 1d20 + 4 ⇒ (14) + 4 = 18
HXbow Dam: 1d10 ⇒ 1


Perceiving the threat from those on the side of the raft, the hydra now moves there to attack the remaining people clustered on the side of the raft –

Moving to G:10

The Hydra takes its first attack against Jenner –

Attack: 1
1d20 + 6 ⇒ (3) + 6 = 9

If it hits
1d8 + 3 ⇒ (2) + 3 = 5

The Hydra takes its second attack against Hack –

Attack: 2
1d20 + 6 ⇒ (1) + 6 = 7

If it hits
1d8 + 3 ⇒ (8) + 3 = 11

The Hydra will take an attack on Melthune –

Attack: 3
1d20 + 6 ⇒ (20) + 6 = 26

If it hits
1d8 + 3 ⇒ (7) + 3 = 10

The final two heads attack the raft…

Attack: 4 on raft -
1d20 + 6 ⇒ (13) + 6 = 19

If it hits
1d8 + 3 ⇒ (5) + 3 = 8

Attack: 5 on raft -
1d20 + 6 ⇒ (3) + 6 = 9

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

New Combat Map here.

Total Damage to Raft: 15/20

Raft’s Hardness helped a bit, but it will probably be destroyed next round unless someone acts fast to try to fix it, or unless you guys get very lucky while fighting it.

You’re up!

EDIT: Confirm Critical against Melthune –

Attack: 3
1d20 + 6 ⇒ (5) + 6 = 11

If it hits
1d8 + 3 ⇒ (3) + 3 = 6

Total Lost HP: Melthune lost 10 HP

You guys are up; the blue circles on the map represent that Snaga and Polux are underwater at this time. Remember, you can swim 5 feet per Move Action or 10 feet as a Double Move action.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 2

Hack will begin to attempt some raft repairs.

Craft Carpentry: 1d20 + 4 ⇒ (15) + 4 = 19


Shenkt "Hack" Corchran wrote:

Round 2

Hack will begin to attempt some raft repairs.

Good times - Polux, you repaired 2d4 Temporary HP to the boat. It will last for 10 rounds.

Bonus HP for Raft
2d4 ⇒ (4, 1) = 5

Fat now has 10 out of 20 HP (5 are Temporary).

Who's up?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa once more attempts to keep her footing on the raft as she takes a 5 ft step to F:7.

She nocks a new common arrow and aims through the raindrops at the Hydra's flank. She breathes out and fires.

Ranged Attack with magical +2 comp longbow, including -2 rain penalty, Precise Shot and Point-Blank shot: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Damage, if hits: 1d8 + 4 ⇒ (5) + 4 = 9

Taissa's HP 38/38, AC 18, 2 common arrows used.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

At the end of the round, this happens. Sorry but it's my son's last b'day party today/tonight and I may not be around later to post Daya's action this round.

Daya swiftly charges over to F:12, providing a flank for Melthune (though I believe she is prone right now and I have no idea if she will stand on her turn).

Daya screeches and with open beak bites sharply into the side/flank of the scaled Hydra.

Bite Attack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 (+2 bonus due to charge)
Damage, if hits: 1d6 + 5 ⇒ (1) + 5 = 6
What's with all the 1's rolled for damage.

She then remains hovering 5-10 feet in the air over F:12.

Fly check to Hover (DC 15): 1d20 + 9 ⇒ (11) + 9 = 20 (Sorry I had the wrong modifier last round. It should be +9.)

Daya's stats: HP 19/19, AC 20 (this includes the -2 penalty due to charge).


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Round 2

Righto re the grit thing. I'd forgotten. No grit spent, then.

Jenner takes a 5-foot step away from the hydra. Move to H7
[Jenner's second shot rings out a handful of seconds after the first, again aiming at the body.

Jenner attack, vs touch ac, cover, rain, PBS: 1d20 + 5 - 4 - 2 + 1 ⇒ (9) + 5 - 4 - 2 + 1 = 9
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Move action to reload the double-barreled pistol.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Round 2:

Still prone and being successful Hydra chew toy. Melthune draws a potion and chugs it down.

Fort Save:1d20 + 7 ⇒ (13) + 7 = 20

Rounds healing:2d4 ⇒ (2, 2) = 4(So, that's 2 HP back a round for four rounds.)

Perception:1d20 + 12 ⇒ (4) + 12 = 16

Melthune looks around as best she can and gauges when it will be the best time to try and regain her footing. If there's a fanged maw coming at her again, she'll simply swing prone.

So, actions for round 2: Drink potion(Pretty sure that's something like full round etc) Don't think she's got much left by way of motion after that.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Round 2

Diving into the thick, murky sludge is not particularly pleasant, but Polux had lived almost half his life knee deep in much worse, so he doesn't even register it, though the reduced visibility is a problem, and his eyes sting as he opens them to try and regain his bearings.

Kukri firmly set between his teeth, he plods towards where he thinks the creature is, keeping underwater.

Swim: 1d20 + 5 ⇒ (14) + 5 = 19

I am a tad in doubt here Dain - as a move action Polux should be able to move a quarter of his speed, which is about 7,5 feet. If this is rounded down, he doesn't reach the hydra. Otherwise:

Feeling more than seeing the creature in front of him, Polux tries to find a hold to grab onto and climb on top of it.

I don't want to grapple the hydra or anything like that, just ride and stab it - time for Polux to start making true on his reckless mindset ;)

CMB?: 1d20 + 4 ⇒ (11) + 4 = 15


Polux wrote:

Round 2

Diving into the thick, murky sludge is not particularly pleasant, but Polux had lived almost half his life knee deep in much worse, so he doesn't even register it, though the reduced visibility is a problem, and his eyes sting as he opens them to try and regain his bearings.

Kukri firmly set between his teeth, he plods towards where he thinks the creature is, keeping underwater.

[dice=Swim]d20+5

I am a tad in doubt here Dain - as a move action Polux should be able to move a quarter of his speed, which is about 7,5 feet. If this is rounded down, he doesn't reach the hydra. Otherwise:

Feeling more than seeing the creature in front of him, Polux tries to find a hold to grab onto and climb on top of it.

I don't want to grapple the hydra or anything like that, just ride and stab it - time for Polux to start making true on his reckless mindset ;)

[dice=CMB?]d20+4

Regrettably, Paizo insists that you round down because it needs to keep all increments in spaces of 5x5. That's not the half of it, though. In underwater or arial combat a medium creature occupies a 5x5x5 cube; no matter how he is positioned. So yes; if you were a 3.5 Halfling and I was a 6.5 Human we'd both occupy a 5x5x5 cube in the water, even though that makes no sense at all.

So sadly you're only able to move 5 feet in a move action and 10 feet in a Double Move, unfortunately.

For now I'll assume you're moving to E:8? Unless you want to take a Move Action to climb onto the raft - then your second move action to attempt to run and jump on the creature? If you're willing to gamble on your Acrobatics Check you might be able to land on the creature with your double move, though you likely wouldn't be able to attack him this round.

Meantime, I need to head to work in a few minutes so I won't have a response from the enemy until a little later tonight, unfortunately.

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