Decanter of endless water + Ready Action (and other questions)


Rules Questions


I would like your opinions on following situations:

Two characters are swimming in the water.

Character1 has the decanter in his hands and readies an action "Fire decanter if attacker comes within range (~20ft)"

Character2 approaches and wants to go into melee.

Ready action activates and Character1 fires. He has to make a strength check, which he fails deliberately to be pushed back (if the decanter is so strong it can knock down a strong man (50% chance for someone with 14 Str) on land it should propel you quite well in water).

This would do 1d4 damage on Character2 while also putting Character1 out of 2's reach and his attack misses (the square he attacks is now empty).

______________

Now unfortunately on land it does not work that well. Here failing the Strength check just means you lie prone which just makes you an easier target.
But if you are good with acrobatics, you might be able to use the power of the decanter to push you 5 feet and keep standing? (I recall standing up from prone position as free action had a DC of 35 or something... does that still exist?)
_______________

How much propulsion would you give the decanter? If you for example want to increase your jumping distance by firing it shortly after the jump to give an extra boost. +2 to jump (because I assume the DC12 Str. check to hold it, is the usual 10 + bonus) should be the minimum or not?
_______________

And lastly, how fast would you guess you could get in water using the decanter as underwater jetpack? (normal human in armor)


Karuth wrote:

I would like your opinions on following situations:

Two characters are swimming in the water.

Character1 has the decanter in his hands and readies an action "Fire decanter if attacker comes within range (~20ft)"

Character2 approaches and wants to go into melee.

Ready action activates and Character1 fires. He has to make a strength check, which he fails deliberately to be pushed back (if the decanter is so strong it can knock down a strong man (50% chance for someone with 14 Str) on land it should propel you quite well in water).

This would do 1d4 damage on Character2 while also putting Character1 out of 2's reach and his attack misses (the square he attacks is now empty).

______________

Now unfortunately on land it does not work that well. Here failing the Strength check just means you lie prone which just makes you an easier target.
But if you are good with acrobatics, you might be able to use the power of the decanter to push you 5 feet and keep standing? (I recall standing up from prone position as free action had a DC of 35 or something... does that still exist?)
_______________

How much propulsion would you give the decanter? If you for example want to increase your jumping distance by firing it shortly after the jump to give an extra boost. +2 to jump (because I assume the DC12 Str. check to hold it, is the usual 10 + bonus) should be the minimum or not?
_______________

And lastly, how fast would you guess you could get in water using the decanter as underwater jetpack? (normal human in armor)

The wording of the item indicates that you would merely be knocked prone. Any distance traveled while in water is at the sole discretion of the GM. I'd probably rule of cool it to 10 ft/standard action, if I were so inclined.


Serisan wrote:
The wording of the item indicates that you would merely be knocked prone. Any distance traveled while in water is at the sole discretion of the GM. I'd probably rule of cool it to 10 ft/standard action, if I were so inclined.

Only 10 ft? The descriptions says it makes a 20 ft long stream. But it would not push you the full amount. Hm... sounds reasonable.

Any other comments?


Karuth wrote:


Character1 has the decanter in his hands and readies an action "Fire decanter if attacker comes within range (~20ft)"

Character2 approaches and wants to go into melee.

Ready action activates and Character1 fires. He has to make a strength check, which he fails deliberately to be pushed back (if the decanter is so strong it can knock down a strong man (50% chance for someone with 14 Str) on land it should propel you quite well in water).

This would do 1d4 damage on Character2 while also putting Character1 out of 2's reach and his attack misses (the square he attacks is now empty).

Aside from the pushback/propulsion issue, this wouldn't happen. The geyser would fire as C2 approaches and hit him, and lets say it pushes C1 back a bit. That interrupts C2's turn, but now he can finish his turn. If he has enough movement, he can still move up adjacent to C1. If not, he still has his standard action, so he could double move or cast a spell or whatever. He wouldn't attack until he was able to attack, which is usually less than 20' away.

Karuth wrote:


I recall standing up from prone position as free action had a DC of 35 or something... does that still exist?

Not that I can find. There's a rogue talent that lets you stand up from prone as a free action which provokes.

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