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I'm reading the rules for the regatta and I have some trouble understanding one thing: what's the point of going any faster than 30 feet?

I don't see any advantage to do so and in fact, speed can be disadvantageous in event F. I'll put the discussion in a spoiler tag to avoid any issue:

Spoiler:
Straight from the adventure: "If a character spots a reef at a distance of four times the ship’s speed, no check is required to steer the ship to avoid the reef. If a reef is spotted at a distance of twice the ship’s speed, the sailing check has a base DC of 5. If a reef is spotted at a distance of the ship’s speed, the base DC is 20. The normal penalties on the sailing checks for the ship’s speed still apply"

In other words, if a ship moves at 30 feet, a perception check of 17 negates the need for a roll, a check of 11 requires a DC 5 sailing check and a check of 8 requires a DC 20 sailing check. A check under 8 means the ship takes 8d8 points of damage and the PC's subtract 1d4+1 from their race score. At the end of the event, the race score is reduced by 1.

At 60 feet, a perception check of 29 negates the need for a roll, a check of 17 requires a DC 5 sailing check with a -5 penalty on the roll and a check of 11 requires a DC 20 sailing check, also with a -5 penalty. A check under 11 means the ship takes 8d8 points of damage and the PC's subtract 1d4+1 from their race score. At the end of the event, the race score does not change.

At 90 feet, a perception check of 41 negates the need for a roll, a check of 23 requires a DC 5 sailing check with a -10 penalty on the roll and a check of 14 requires a DC 20 sailing check, also with a -10 penalty. A check under 14 means the ship takes 8d8 points of damage and the PC's subtract 1d4+1 from their race score. At the end of the event, the race score increased by 1.

Heaven forbid that they have a galley going at its full speed of 120 feet or the perception checks get even crazier (perception checks of 53, 29, and 17 and the sailing check have a -20 penalty), for a measly +2 on their race score. I won't even bother talking about going with the wind in a sailing ship for a speed of 180 feet.

I can imagine a group willing to take the risk of going at 60 instead of 30 feet not to get a negative modifier to their race score, but nothing higher seem worth it.

But even worse than this particular case, there is no general modifier to the race score for having a faster ship than the others. This is in my mind a failing by the rules of the regatta.

While talking about speed, I have trouble understanding the general rules about max speed. Why wouldn't a ship permanently be at full speed? If we look in the Core Rulebook, a sailing ship moves 2 miles an hour or 48 miles a day (it also doesn't set anchor at night, contrary to the Wormwood in the first adventure). 2 miles an hour means 17,6 feet per round (2 miles = 10560 feet, 1 hour = 600 rounds). A speed of 30 feet per round would mean 3.4 miles per hour or 81.6 miles per day. At max speed (and I don't recall anything in the rules saying you can't go full speed indefinitely), that's 10.2 miles an hour or 244,8 miles a day. In other words, you can go from the northernmost latitude in the Shackles to its southernmost in a day and from its westernmost longitude to its easternmost in a day and a half. Obviously, this is in a straight line and navigating between islands is everything but, but I had trouble telling my players that they could not go from Rickety's Squibs to Tidewater Rock in a single (which they should have been able to according to the rules, since there are nearly no island to navigate through).

So my question is: what rules have I overlooked, either in the regatta or in the general speed rules? I'd be especially curious about the full speed all the time one and the possibility to navigate 24 hours a day (crew tiredness is not really a problem, given the space on a sailing ship, you can easily have 3 shifts working 8 hours each).


Hello guys,
If I have several attacks in a single round, can I use one against one foe, the second against another?
I'm not sure where to find the ruling, though I'm pretty sure you can't, since that was the use of cleave in 3e. Googling for it is not easy, since the words are so common.
Thanks for the help!


Is there a way to cancel an order I have in my sidecart?

I can see the order when I look in "My Account", there's a button to ship it ASAP, but I can't find a way to cancel it. If it matters, it's order 1552413.

Thanks


Hello,

Yesterday, while playing through the Rise of the Runelords AP, we fought

Spoiler:
the Scribbler and his Glabrezu ally. We killed the Scribbler.

Then since the party's resources were depleted, my NG wizard who has a high level of diplomacy proposed a truce and offered not to fight the demon and using planshift to send it away from the material plane. The demon accepted.

Of course, my moral dilemna was then that by leaving the demon alive today could mean human deaths down the line, whether it was one, one hundred, or a thousand years from now. So I decided to send him to Celestia where angels would be able to dispose of him.

My DM decided to move my alignment to Neutral. She argued that I lied to the demon and that I endangered Celestia and its inhabitants. I argued that I never said I would send him back to the Abyss (but I guess that's probably what it understood) and that it would have been evil to send him back where there would be no one to stop the trouble he could cause.

I have two questions for you:
- Do you agree I could not stay good given my actions? It won't change a thing for this campaign, as I don't want to argue with the DM, and the alignment change is not a big deal, but I don't think I would agree if I was the DM, so I'm curious about others' opinion.
- What would you have done if I had sent him back to the Abyss?

Now I know that alignment discussions are always a matter of opinion, but I'm not asking who was right or wrong, just trying to get a feel of other players' opinions.

I also realize now that the smartest thing would have been to send him to Hell, where he could have been taken care of too, but any casualty would have been in the ranks of Devils rather than Angels. Unfortunately, when playing last night, I did not think of that.


I noticed for this first time in my AP #31 pdf that there is a checklist with recent PF product (even though I've been a subscriber since AP #1, but I never went to the back pages of the pdf!).

Is there somewhere a complete list of products? I know I can find them all here on the site, on the wiki (http://pathfinder.wikia.com/wiki/Portal%3ASourcebooks/Lists), or simply by going back from AP #1 through to #31 but it would be great to have the convenience of a checklist, if one already exist!

Thanks!


Hello,

This morning, I received Dungeon #114, which I had already received about two weeks ago. Between the two, I took a new subscription, and I thought that maybe I had received it as part of my old one, and that, today, I was receiving it as part of my new one, but this doesn't seem to be the case according to the info in my account. However, it seems issue #115 was sent to me three days ago. I'm afraid there might have been a mistake, and that instead of sending me #115, I was sent #114 a second time.