| Crustypeanut |
Sorry about not getting the post up yet guys, working on learning how Rob does his maps (Like in his Reign of Winter Campaign), and also working on getting said map up and running.
Complete newb at Google Drive here, not to mention I wasn't as prepared with the map itself as I had figured. Whoopsy.
| Crustypeanut |
Well I think I got that down. Alright guys, post will be up tomorrow! Sorry again for the delays!
Here is the link to the encounter map so you can take a gander at it and let me know if anything is not working right. Also, you will want to zoom in a bit.. XD
Encounter: From the Jaws of Death
Each square = 10 ft, so during the encounter you'll have to tell me which quadrant of the square you're ending in. (B3, Upper Left) for example.
I'll be moving the pieces myself for now.
| Crustypeanut |
I apparently wasn't entirely clear on this, but even though all four of you are rowing, only one of you needs to make the driver check - the rowers do not need to make profession checks or strength checks. The Intimidate, Diplomacy, or Wisdom check represents keeping everyone in line with rowing properly. This boat in particular only needs a Profession(Sailor) check when using the sails, which are currently not being used.
@zenu You're on pieces of flotsam, and are entirely out of the water. Think of whats-her-face at the end of Titanic, floating entirely out of the water as she let whats-his-face freeze to death. 'Sept that the waters not quite that cold. And there are sharks. :D
| Osir Korzar |
I think Mabelode and I were just throwing up strength and profession sailing for the oars incase you decided to call for that later. At least that's what I was doing.
GO Pellinor GO, find the shark bait.. I mean other PCs.
| Crustypeanut |
Hmm.. I was initially going to allow it, but giving it some thought, I would have to say no - the force from the ability is against the thing that you hit, and doesn't affect you. So if you attempted to try this while sitting on the flotsam, you'd make a few waves and potentially rock you off the piece of wreckage, but wouldn't push you forward any appreciable amount.
| Crustypeanut |
Hmmm actually I did figure you were trying for something else. XD
Alright, go for it - but you will need to make a DC 10 Acrobatics or Dexterity check to stay on the flotsam - you cannot take 10 on this check. Failure indicates you still move 5 feet in the direction you intended, but then the imbalance of your raft causes you to fall in a random direction. I'll roll 1d8 to determine which way that is.
| DM Crustypeanut |
The standard variety of shark is 4 HD, yes. This is a different variant, one I came up with to represent one of the smallest type of sharks that are still dangerous.
They're CR 1/2, roughly on par with a Dog (CR 1/3), but slightly more dangerous due to Blindsense, Keen Scent, and being faster in the water than a dog is on land - these ones are Small sized, as well.
I'm not quite that evil, to send four CR 2 creatures at you while you're level 1 ;)
*Edit* Though in my Road to Damnation campaign, I might just be that evil. Hehehe
| Osir Korzar |
Yeah, after I posted this I had thoughts that maybe you slapped the 'young' template on these sharks like Jigsaw sharks in the Companion guide to Animals.
I have some character ideas for the Road campaign, but i'm waiting till you've presented more information as I want it to fit. I have two Cheliaxian idea's and one Qadiran, plus maybe a kobold, depending on the set up.
| DM Crustypeanut |
Its similar to the 'young' template, but I actually just rebuilt them by taking off HD - came out pretty good, overall. They're actually even smaller than the jigsaw ones, with only 1 HD.
I won't be presenting much more info on the Road to Damnation campaign for a while - but feel free to ask about specifics on here or in private, and if I can answer 'em I will. I'm still hammering out a ton of details with Rob's help.
| DM Crustypeanut |
Yeah.. what do you guys think of this instead, for attacks from land:
Partially submerged = partial cover (+2 AC, +1 reflex)
Submerged = cover (+4 AC, +2 reflex, no attacks of opportunity)
Submerged with 5' of water intervening = improved cover (+8 AC, +4 reflex, no attacks of opportunity)
Murky or choppy water = concealment (20% miss chance)
With creatures submerged with more than 5 feet of water intervening having total cover.
This honestly makes much more sense, as an afterthought. Got it from the paizo forums.. I think this makes much more sense. I probably should've decided this before I threw a water fight at you guys! XD
| Osir Korzar |
I definitely agree.
I wonder if it makes sense to also give creatures some DR against slashing or blugeoning weapons if they are submerged. Piercing water seems much more logical (Spears, Harpoons, Tridents, etc) then swinging a mace at something submerged.
Crusty - Can I row and attack or is rowing my action?
PS - My character while an Aasimar, has the trait Scion of Humanity. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. As such, it shouldn't be too clear that he isn't human. Heck, he considers himself human as well, more or less, just descended from legendary/celestial stock.
| DM Crustypeanut |
Standard action to row - Mabelode's move action, as a result, didn't count (You may still do that move action if you want Mabe).
However, Caerlei isn't trying to steer the boat anyways, so you guys can basically not have to worry about rowing - unless you want to move, of course.
As for the DR/Piercing, that will come into play once they are 5+ below the water - if they are just below the surface or only partially submerged, you can hit them normally with Bludgeoning and Slashing.
Once they're 5ft+, then its per the underwater rules - Bludgeoning and Slashing do 1/2 damage.
| Zenu |
Alright. So, from what I read, I have to make a DC 20 Wisdom check (as I don't have Profession (Sailor)) to make a sailing check in combat. What I am not sure about is what happens when I fail... xD
| Saranaja |
PS - My character while an Aasimar, has the trait Scion of Humanity. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. As such, it shouldn't be too clear that he isn't human. Heck, he considers himself human as well, more or less, just descended from legendary/celestial stock.
Ahh fair enough, I haven't gotten around to reading everyone sheets and/or background, so I usually make fairly broad assumptions on appearance :p
| Zenu |
Wouldn't his Seaborn blood help him with that? Or should I embrace it as amusing? I don't mind either way, honestly, but... Just seems the sort of thing that makes sense. But whichever works for you.
| DM Crustypeanut |
Just because you were Seaborn doesn't mean you've yet acclimated to the rocking motion aboard a ship, as the Profession(Sailor) skill intends. Being Seaborn might mean you swim often, or live near the sea, and obviously have a connection to the sea, but boats are man-made objects.
But yes, it will be amusing indeed if the Seaborn sorcerer ends up getting seasickness. :P
| Zenu |
I think I wrote it as a few days, but that's up to Crusty. Of course he has been aboard a ship from Andoran to the Sodden Lands, but those days were probably spent on the edge of joy and seasickness. Lots of time near the edge of the boat, either way.