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"Thank you," says Elias as he shifts back to his usual form, looking more human again.

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Grom joins Black Molly in questioning the other medics. "Any patients that need a second opinion? Who knows how many people she 'treated' that met unfortunate ends."
Did we ever identify what Rahla was, exactly? My guess is she's a sea devil in disguise, but I didn't know they could disguise themselves that well.

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Correct. She was a malenti.
Remendi, or a pilot fish sent by one of Zulfibha’s animal messenger spells, directs you to a supply depot on the outskirts of the monastery’s grounds.
"The Flawless Diamond is en route to a supply depot protected by a small enclave of merfolk. A seer among them reports worrying signs. We promised to protect them, but don’t forget to protect the supplies as well!"
You recognize the seer that Remendi speaks of is likely Afmari. Her shoal settled in the area several years ago, shortly after Pathfinders defeated the dragon turtle guardian of the monastery. The merfolk have enjoyed limited trade of food and tools with the undines of the monastery, but for the most part, she and her group have kept to their modest fish farms.
The hippocampi speed through tall rows of kelp and reed fish farms as they race toward the settlement. Rirzik points up to a shadow on the surface, the shadow of Flawless Diamond making its way toward the rendezvous point. The guide turns his head to call out, only to freeze in place as a haunting roar sweeps across the ocean floor.
"Dragon turtle!" Rirzik screams as an enormous dragon glides over the seafloor at breakneck speed, a group of hapless sea devils clinging desperately to its rocky shell. The wounded beast charges toward the supply ship in a feral frenzy, smashing its sea devil riders against the splintering hull. Shattering the timbers of the speeding vessel, the dragon’s impact sends shock waves across the fields of kelp. The ship splits in two, cargo spills forth as the wreckage spirals out of control. Merfolk beneath the disaster can only look up in panicked awe as the debris plummets toward their home.
Each PC can attempt up to two of the following rescue activities while the dragon turtle devours the sea devils on its back. Before rolling any checks, each PC must decide which activity they are participating in. If more than one PC joins a given activity, each PC must decide whether to roll independently or to Aid another PC with their roll. If multiple PCs roll independently, use the best roll to determine the result of the activity.
DC to aid is 16
Most of the crew of the Flawless Diamond are safely treading water or clinging onto floating debris; however, one sailor is visibly unconscious and trapped within rigging.
DC 19 Athletics to Swim
DC 19 Thievery to untangle or disable the rigging.
DC 19 Medicine to revive the sailor, enabling him to escape to safety on his own.
The weapons, medical supplies, and the like carried by the Flawless Diamond are crucial to the monastery’s defense, but they are now dangerously close to drifting away on the currents.
DC 20 Athletics or DC 17 Merchant/Sailor Lore to retrieve the crates
Two merfolk in the path of falling wreckage are too awestruck to move.
DC 18 Diplomacy/Intimidate to shake the merfolk from stupor
+2 bonus to your check if you speak Aquan

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"Oh no! That's bad!"
Elias's first objective is to rescue the sailors. While he considers saving the fish people a higher priority, the cargo is important to keep people safe too--and it's something he's more suited to doing. The fishy Pathfinders are probably more equipped to save the fish people.
Elias would like to do Survivor Rescue and Crate Salvage, and to make his own checks.

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Grom is caught off guard as the dragon turtle zooms past them, and looks in shock as it crashes into the ship. He's torn between helping the survivors and salvaging what can be saved.
"What's our priority here," he asks the group. "Helping the merfolk, or arming the survivors?"
I'll see what the others do before deciding on my own. Don't wanna hog the rolls. Plus, roleplay.

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Vanessa was glad to be back in her natural form and underwater.
ocean lore: 1d20 + 10 ⇒ (20) + 10 = 30
Since she speaks Thalassic(Aquan) she goes to get the spectators out of the way.
diplomacy: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
((Hero Point))
diplomacy: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

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Vanessa yells at the spectators in Aquan. They turn and bolt for cover.

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Grom is caught off guard as the dragon turtle zooms past them, and looks in shock as it crashes into the ship. He's torn between helping the survivors and salvaging what can be saved.
"What's our priority here," he asks the group. "Helping the merfolk, or arming the survivors?"
”Whatever ye can!”, Molly replies. ”We’re off to salvage!”
Can Silverbeard use Athletics to Aid my Sailing Lore for this?

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Grom Brightbeard wrote:Grom is caught off guard as the dragon turtle zooms past them, and looks in shock as it crashes into the ship. He's torn between helping the survivors and salvaging what can be saved.
"What's our priority here," he asks the group. "Helping the merfolk, or arming the survivors?"
”Whatever ye can!”, Molly replies. ”We’re off to salvage!”
Can Silverbeard use Athletics to Aid my Sailing Lore for this?
Sure. Other skills ok if you can make them fit.

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Note that we can do two checks.
"Fair point. Can't arm an army if you have neither the people nor the weapons."
Grom figures that the sailors are in immediate need of rescuing, so he goes to help bring them ashore.
Survivor Rescue, DC 19 Athletics to Swim: 1d20 + 9 ⇒ (1) + 9 = 10
Use my last Hero Point on this, no drowning on my watch!
Survivor Rescue, DC 19 Athletics to Swim: 1d20 + 9 ⇒ (18) + 9 = 27
He then retrieves the cargo the other people haven't picked up yet.
Crate Salvage, DC 20 Athletics: 1d20 + 9 ⇒ (9) + 9 = 18
Most of the crates have drifted too far away to be retrieved.

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Using this new possibility of antoher skill
The Shisk moves to try to help the people as the re is a great danger here. It's a question of survival indeed.
Survivor rescue, Survival: 1d20 + 10 ⇒ (16) + 10 = 26
And again.
Survivor rescue, Survival: 1d20 + 10 ⇒ (16) + 10 = 26

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Missed your call for not having any of the required skills. Survival seems like a good substitute indeed, and I see you have Natural Medicine. I'd say that would be a good option as well to revive the sailor, even if it's not exactly to Treat Wounds.
Just wanted to add that and not ignore your post entirely.

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Molly and Silverbeard swim for the crates. His image shudders for a moment, and his cutlass is now sheathed. He tries to manhandle the larger parcels, while she figures out which ones are more critical.
Silverbeard’s Aid with Athletics: 1d20 + 11 ⇒ (10) + 11 = 21
Black Molly’s Sailing Lore: 1d20 + 8 ⇒ (18) + 8 = 26

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Elias pushes through the water, grabbing the people first and then the equipment.
Survivor Rescue Athletics: 1d20 + 11 ⇒ (8) + 11 = 19
Crate Salvage Athletics: 1d20 + 11 ⇒ (10) + 11 = 21

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The Pathfinders easily perform the tasks and rescue the crew, save the cargo and get spectators to safety. "Here it comes!" someone yells as the dragon turtle rushes back, still mauling the sea devils on its back.
You have 1 round to prepare for combat. Apart from drawing weapons, are you doing anything else?

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So we’re fighting a dragon turtle? Ok then…
Molly casts a spell, intensifying Silverbeard’s aura, before raising a magical shield of her own. The cutlass reappears in his hand, as he glides through the water toward the great beast.
”Shove off, or taste steel!”, he shouts.
BM: Cast forbidding ward between Silverbeard and the dragon turtle, shield
CS: Swim 25’ (Amphibious Form)

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Elias straps his shield back on. He also takes out a healing potion, to have it ready. Who needs hands to fight?

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The Shisk uses his Darkened Forest Form power to polymorph in a shark and move away from the group.
I wait to see where the dragon turtle arrive before to move my token.

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Grom will cast Mirror Image on himself and start an Anthem, in case people act before him.

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You manage to get your preparations done before the hostiles rush back.
Please note that I eased the Underwater combat rules (see the spoiler below)
Siyokoy Sa Lupa's Initiative using Search: 1d20 + 7 ⇒ (3) + 7 = 10
Rinshu's Initiative using Search: 1d20 + 10 ⇒ (3) + 10 = 13
Grom Brightbeard's Initiative using Search: 1d20 + 8 ⇒ (19) + 8 = 27
Elias's Initiative using Defend: 1d20 + 7 ⇒ (4) + 7 = 11
Black Molly's Initiative using Repeat a Spell: 1d20 + 12 ⇒ (3) + 12 = 15
Vanessa Kraken's Initiative using Search: 1d20 + 6 ⇒ (17) + 6 = 23
Turtle Init: 1d20 + 12 ⇒ (5) + 12 = 17
Red Init: 1d20 + 7 ⇒ (19) + 7 = 26
White Init: 1d20 + 7 ⇒ (16) + 7 = 23
Blue Init: 1d20 + 7 ⇒ (14) + 7 = 21
Yellow Init: 1d20 + 7 ⇒ (8) + 7 = 15
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
**Grom Brightbeard - AC 21 (22 w/shield) 46/46
Red
White
Vanessa - AC 18 (19 Mage Armor) 32/32
Blue
Turtle
Yellow
Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
Rinshu - AC 19 (20 w/shield) 48/48 (AC 20)
Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Grom moves forward, waraxe in hand, despite slashing with it costs tremendous effort.
Athletics: 1d20 + 9 ⇒ (8) + 9 = 17
"We're not scared of you, big beastie! Show us what you've got," Grom yells by ways of encouragement.
Despite his big words, he creates a magical shield around himself to protect him from what's coming.
◆ Swim
◆ Anthem
◆ Shield

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Grom moves forward and casts Shield while encouraging his companions.
Red moves up (and away from the dragon turtle). It swims up to Grom and attempts to poke him with a long spear.
Longspear vs Grom AC 22, Reach 10 feet: 1d20 + 9 ⇒ (10) + 9 = 19 for Piercing: 1d8 + 1 ⇒ (7) + 1 = 8
White also swims away from the dragon turtle at the party. It tries to poke Silverbeard with his spear.
Longspear vs Silverbeard AC 22, Reach 10 feet: 1d20 + 9 ⇒ (10) + 9 = 19 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22)
Red
White
**Vanessa - AC 18 (19 Mage Armor) 32/32
Blue
Turtle
Yellow
Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
Rinshu - AC 19 (20 w/shield) 48/48 (AC 20)
Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Red Ref: 1d20 + 8 ⇒ (10) + 8 = 18
White Ref: 1d20 + 8 ⇒ (20) + 8 = 28
Vanessa moves up and sends a bzzap at Red and White. White avoids the zap entirely but Red doesn't get out of the way in time.
The turtle repositions itself and takes out its frustrations on the two sea devils around it.
Jaws vs Blue, Reach: 1d20 + 15 ⇒ (12) + 15 = 27 for Piercing: 2d8 + 5 ⇒ (4, 8) + 5 = 17
Claw vs Yellow, MAP, Agile: 1d20 + 11 ⇒ (14) + 11 = 25 for Slashing: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Claw vs Yellow, MAP 2+, Agile: 1d20 + 7 ⇒ (4) + 7 = 11 for Slashing: 2d6 + 5 ⇒ (1, 5) + 5 = 11
You watch as the turtle bites Blue clean in half and slashes Yellow badly.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
-2-
**Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22)
Red (-5)
White
Vanessa - AC 18 (19 Mage Armor) 32/32
Turtle
Yellow (-9)
-1-
**Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
**Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
**Rinshu - AC 19 (20 w/shield) 48/48 (AC 20)
**Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Molly swims closer to the fray. ”Time to go fishin’, Cap’n!”, she announces.
”Aye lass, an’ I’m hungry!”, Silverbeard replies, closing with the sea devil before him.
BM: Sustain forbidding ward, Swim (Underwater Marauder)
CS: Step, Strike White
Athletics: 1d20 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13S
Does an Athletics success give me 10’ of movement with fins?

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Siyokoy is glad that he gets to swim. He gets closer
◆ Swim
and calls on his elements and freezes the water around White.
◆ Channel Elements
Elemental Blast Impulse Attack, CA: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 vs White
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 cold
He also forces out the water from the same target.
◆ Extract Element (vs creatures w Water trait) DC 19 Fortitude save vs 2d4 + 1 ⇒ (2, 2) + 1 = 5 untyped damage

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Elias shifts. At first he struggles to move through the water, but starts getting the hang of it. He might be able to move around, but... he opts to take the shortest route to the enemies, to keep the dragon on the opposite side for now.
He swims up and bites the closest one.
◇ Rage, gaining 3 temp HP
◆ Swim Athletics: 1d20 + 11 ⇒ (6) + 11 = 17 Success, 15 feet
◆ Swim Athletics: 1d20 + 11 ⇒ (18) + 11 = 29 Critical success, 20 feet
◆ Strike Red Wolf Jaws: 1d20 + 10 ⇒ (16) + 10 = 26 for piercing damage: 1d10 + 6 ⇒ (6) + 6 = 12

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Molly - Yes. if I'm reading the rules right, you can technically get up to 20 (15 for a crit success + 5 for swim fins)
Cap'n Silverbeard and Elias easily lop (or bite) the heads off their enemies (both crits). Meanwhile Rinshu moves towards the turtle.
Siyokoy you can use your remaining actions to swim closer if you like
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
-2-
**Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22)
Red (-5)
White
Vanessa - AC 18 (19 Mage Armor) 32/32
Turtle
Yellow (-9)
-1-
Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
**Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (2 actions)
**Rinshu - AC 19 (20 w/shield) 48/48
Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Rinshu, it's not your turn. I forgot to remove the markers (and I only saw it now so it's WAY past the edit window! :)

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Siyokoy swims, joining Rinshu. He then makes the water around him circle as his barrier.
◆ Swim
◆ Swim
◆ Hydraulic Deflection

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------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
**Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22)
Vanessa - AC 18 (19 Mage Armor) 32/32
Turtle
Yellow (-9)
Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
Rinshu - AC 19 (20 w/shield) 48/48
Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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My apologies for not posting. Got a bug on Friday and didn't have the energy to post. Mostly better now.
Also, the one attack on me popped an image. So got two Mirror Images left.
Suddenly, two of his party members surge out in front of him. "Stay behind, you lunks! Let Elias and me draw the enemy's attention!"
Grom keeps swimming forward, hoping to put himself between the big turtle and the squishy casters.
Athletics: 1d20 + 9 ⇒ (5) + 9 = 14
Athletics: 1d20 + 9 ⇒ (15) + 9 = 24
Normal success and a crit, so that's 15+20 feet
He keeps inspiring his party members to attack.
◆ Swim
◆ Swim
◆ Anthem

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Grom moves up and continues burbling courage to his friends.
Apologies - I didn't realize Vanessa could go as well because Red is chum...
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
------------------
Those with ** may go
Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22; Mirror Images - 2/3)
**Vanessa - AC 18 (19 Mage Armor) 32/32
Turtle
Yellow (-9)
Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
Rinshu - AC 19 (20 w/shield) 48/48
Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Vanessa puts her tail into top gear and speeds off after Grom, passing underneath him before stabbing Yellow from below.
Die Vermin
dagger: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 piercing: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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Vanessa swims up to Yellow and sticks her dagger into it. Although Yellow bleeds from the poke, it stares balefully back at her... and bites.
Jaws vs Vanessa AC 18: 1d20 + 9 ⇒ (10) + 9 = 19 for Piercing: 1d8 + 1 ⇒ (8) + 1 = 9
Jaws vs Vanessa AC 18, MAP: 1d20 + 4 ⇒ (19) + 4 = 23 for Piercing: 1d8 + 1 ⇒ (7) + 1 = 8
Jaws vs Vanessa AC 18, MAP 2+: 1d20 - 1 ⇒ (8) - 1 = 7 for Piercing: 1d8 + 1 ⇒ (5) + 1 = 6
The turtle gets into better position and breathes out a cone of steam!
Breath Weapon, Fire, DC 21 Basic Reflex: 6d6 ⇒ (6, 4, 3, 2, 2, 2) = 19
Breath Cooldown: 1d4 ⇒ 4
The template is for a 30' cone but adding the 10' doesn't appear to get Siyokoy/Rinshu as well as Silverbeard and Elias.
Yellow Reflex: 1d20 ⇒ 12
Yellow screams as it is incinerated by the steam.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
Before Your Turn:
DC 21 Basic Reflex vs 19 Fire: Vanessa, Grom
------------------
Those with ** may go
-3-
**Grom Brightbeard - AC 21 (22 w/shield) 46/46 (AC 22; Mirror Images - 2/3)
**Vanessa - AC 18 (19 Mage Armor) 15/32
Turtle (Breath Cooldown - 0/4)
-2-
**Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
**Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
**Rinshu - AC 19 (20 w/shield) 48/48
**Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Posting to show I've seen my turn has come up, but I'd like to see what Vanessa's result is on her Reflex save before I act.
Also, very minor thing, you've still noted me as having my shield up in initiative, which happened last round. Probably a copy-paste error.
Reflex save vs dragon breath: 1d20 + 11 ⇒ (13) + 11 = 24
I've also noted this in the macros sheet, but I have Fire Resist 2, due to me being a Forge Dwarf. Did not think that would come in useful in an underwater scenario. :) So I would take 7 damage after a successful save.

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Argh... I also forgot that because you're underwater you all have resistance 5 to fire. So net 4 damage if you made the save.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem
Special Conditions:
* Underwater Combat (see below)
Terrain Features:
* Structures are 15 feet from the sea floor
* Each section of the sunken ship is 20 feet high
Before Your Turn:
DC 21 Basic Reflex vs 19 Fire: Vanessa
------------------
Those with ** may go
-3-
**Grom Brightbeard - AC 21 (22 w/shield) 42/46 (Mirror Images - 2/3)
**Vanessa - AC 18 (19 Mage Armor) 15/32
Turtle (Breath Cooldown - 0/4)
-2-
**Black Molly - AC 22 (23 w/shield) 68/68; Cap'n Silverbeard AC 22
**Siyokoy Sa Lupa - AC 19 (20 w/Hydraulic Deflection) 44/44 (AC 20)
**Rinshu - AC 19 (20 w/shield) 48/48
**Elias - AC 20 (22 w/shield) 47/47
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects (unless you have a feat that allows it)
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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No worries, I missed that as well. :)
Also, for full honesty, resistances don't stack. The resist 5 from the water is higher than my innate resist 2, so I should be taking 6 damage, not 4. :)

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Why? 19 / 2 = 9.5 (or 9) less 5 is 4. Assuming my math is correct

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I just assumed 9-5-2 equaled 4, without actually doing the math myself. So adding the 2 back to it, I'd be at 6 damage. But you counted like a normal person and did the the math correctly.

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Grom is ready to take the brunt of the turtle's anger, until Vanessa rushed forward and nearly got cooked alive. Luckily she seemed to have survived the ordeal, so trusting in his mirror images, Grom moves forward and hits the turtle.
"No more sea devils. Now it's just me and you, beast. And six other people, I guess."
Athletics to swim: 1d20 + 9 ⇒ (9) + 9 = 18
"Vanessa, get some distance between yourself and that thing! Looks like you won't survive another one of those blasts."
He then chops down with his waraxe, hoping to cut the turtle to pieces.
Attack, Anthem, -2 for slashing: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Slashing damage?: 1d12 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Grom trusts in his mirror images that he won't get shredded to bits.
◆ Move
◆ Anthem, and I'd like to use my Martial Performance to make it linger, if I hit. Probably a miss, though.
◆ Strike

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Elias swims forward. Even with all the magic help, moving through water isn't fast.
◆ Swim Athletics: 1d20 + 11 ⇒ (5) + 11 = 16 Success, 15 feet.
◆ Swim Athletics: 1d20 + 11 ⇒ (16) + 11 = 27 Critical success, 20 feet.
◆ Raise Shield