
GM Valen |

A place for out-of-character discussion.

DoubleGold |

So I need one more season zero to unlock the legacy background for this. I have a bunch of level 1s and 2s that need updated. However, if the majority of you are high tier, I might just play a pregen at level 4 to match you all up.

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Checking in.

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hehe....

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I am checking in as well. Hello everyone. :)

GM Valen |

Some work and family obligations have forced me to make some concessions in my time, so I am pushing back the start date for this table a few days. I do not think it will cause us to go past the end date for GameDay.
In the meantime, feel free to roleplay in advance of the briefing.

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Okay. Hope everything is alright with you and your family.

GM Valen |

Please provide the requested information on this slide.

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I switched from Vexin to Mhazruk because I missed Yaiho and didn't want to clog up melee.
Alchemy: 1d20 + 20 ⇒ (9) + 20 = 29

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@Double Gold - It is up to you of course but you might want to play a level 4 pre-gen. Playing a level 1 in a 4-5 scenario is pretty risky and you might feel that you cannot contribute as much as you would like to the group. You can always apply the credit for this adventure to Tusk anyways as he is a level 1 character.

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@Yalho - You might want to update your position on the map. Your character is in the starting room. :)

GM Valen |

Traveling this weekend, so expect an update late tomorrow or Monday.

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@GM Valen - A few questions about swimming.
1)Do you retain your AC bonus while swimming?
2)If you simply want to stay afloat (tread water) in calm water is it a DC 10 swim check that requires a move action and that you cannot fail by 5 or more?
3)Do you need all four limbs to swim? I know in real life that you can swim with either your legs or your arms but this is a game and not real life.

GM Valen |

@GM Valen - A few questions about swimming.
As a season 0 scenario, it predates Pathfinder, although I am applying Pathfinder rules for combat in aquatic terrain. Other than the rule for tipping the rowboats, there are no other specific mechanics in the scenario that govern this encounter.
The sum of the rules I am using for tactical movement in this encounter can be found here and here.
I haven't found rules dealing with encumbrance underwater. Therefore, I assume that mechanically, buoyancy counteracts the increased weight and/or drag, so that the net mechanical effect is no change. Of course, unattended items will likely sink if they are heavy.
I haven't run/played much water combat in PF1, so feel free to let me know if I make a mistake or questionable ruling.
@GM Valen -1)Do you retain your AC bonus while swimming?
Yes, when you are swimming. However, if you fail the Swim check, the rules state, "Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it."
2)If you simply want to stay afloat (tread water) in calm water is it a DC 10 swim check that requires a move action and that you cannot fail by 5 or more?
The rules state, "a swim speed or successful Swim checks to move through" water. I interpret that as meaning no check is required if you remain in your "square" and no move action is expanded. You are presumably just floating/treading water and not moving.
3)Do you need all four limbs to swim? I know in real life that you can swim with either your legs or your arms but this is a game and not real life.
I have not found a rule stating that all four limbs are required for swimming. Therefore, having at least two free limbs is enough to stay afloat and/or move. If a pair of limbs were grappled, entangled, or some such, I would consider imposing some mechanical effect.

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Thanks for those great answers! I have a few more questions but I hope that it will help the other players as well and thus help speed up the process a bit.
1) Assuming that you tread water/make your swim check and are
swimming and not going underwater what can you do?
A) Attack with a two-handed weapon?
B) Attack with a one-handed weapon?
C) Cast a spell?
D) Activate a wand?
E) Mix a bomb/extract? (I know this one really doesn't make any sense at all in the water but I wanted to include it as well because mechanically it should be the same as cast a spell.)
I hope that covers most of the obvious questions.

GM Valen |

Thanks for those great answers! I have a few more questions but I hope that it will help the other players as well and thus help speed up the process a bit.
1) Assuming that you tread water/make your swim check and are
swimming and not going underwater what can you do?A) Attack with a two-handed weapon?
B) Attack with a one-handed weapon?
C) Cast a spell?
D) Activate a wand?
E) Mix a bomb/extract? (I know this one really doesn't make any sense at all in the water but I wanted to include it as well because mechanically it should be the same as cast a spell.)I hope that covers most of the obvious questions.
As long as you are not submerged, then per the rules, it looks like you could do each of those.

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According to what was discussed with the GM (in the posts above) unless your character is trying to move in the water you do not need to roll a swim check. If you are trying to move (not tread water in the same square) then yes you will only begin to drown if you fail the check by 5 or more. :)

GM Valen |

I am currently traveling this week, so my posting will be more limited. I will try, however, to get an update up tomorr

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Thanks for the game everyone. I have another pbp starting today and I assume that since tablets were found it's fine to finish this one now.
Profession (Barrister): 1d20 + 7 ⇒ (10) + 7 = 17 10 gp
#: 192672-5 (lvl 3)
Faction: Sovereign court

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Player's Name: Banesama
Character's Name: Yaiho Crasher
PFS# 138079-11
Faction: Liberty's Edge
No Day Job.

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No day job for Rogarch as noted in the slides. :)
In regards to the Faction sheet if there is a variant or unique item on the chronicle sheet I will check that box otherwise my character will attempt to forge a new trade route.
Intimidate DC 18: 1d20 + 2 ⇒ (15) + 2 = 17

GM Valen |

Boons?
To-to-obika: 1d20 ⇒ 12
Rogarch: 1d20 + 7 ⇒ (8) + 7 = 15
Ebonfeather: 1d20 ⇒ 18
Tusk Aran (Hunter): 1d20 ⇒ 2
Yaiho: 1d20 ⇒ 13
Mhazruk: 1d20 ⇒ 3
GM: 1d20 ⇒ 11
Nope.

GM Valen |

Game has been sent to Gameday X organizers for reporting.
Chronicle sheets can be found here.
Please let me know of any changes or corrections that may need to be made. I will mark this thread inactive once I have heard back from all the players or one week, whichever comes first.
Thank you all again for a great run and I look forward to sharing a table with each of you in the future!

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Thanks for the game.
Chronicle looks good.

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Thanks for the game and the chronicle sheet. :)

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Thank you so much, had lots of fun!