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General Tabletop Discussion
*Pathfinder & Starfinder
The Physics and Limitations of Water Walk
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5734433" data-attributes="member: 20805"><p>Does the plane of water break line of effect? If so, that is a good reason for adventuring under water in a combat.</p><p></p><p>IIRC, a creature that has someone grabbed can, as a standard action, drag the person 1/2 of thier speed. As underwater is 'hazardous terrain' for non-aquatic critters, I would grant a normal save to a PC with Water Walk who is being hauled down. Make sure you know the rules for holding your breath!</p><p></p><p> I don't agree with spending a standard action to 'stand up' from the water, but would simply have it be difficult terrain, so going from the square in the water to the square on top of the water costs 2 squares of movement and you cannot shift. Same going back the other way, 2 squares of movement to breach the plane of the water.. but only if you have Water Walk active. Going into water is much easier when it is acting like water! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>For the Minions, I would arm them with Tridents {reach 1} so that if they are attacking boat-bound enemies they have to surface next to the boat and attack over the side. With the Water Walk option, they can attack from below the water with relative immunity.</p><p></p><p>I wouldn't bother with rules on the bleeding into water, but having corpses provide similar benefit to a small tree .. and three corpses piled together the same a a large tree.. that sounds about right. You can describe it as flowing blood or shattered bits.. whatever. The PC's best couse of action would be to flee quickly to the safety of the ship, so expect to have any corpses rapidly left behind. Having this stack on top of the -2 for the waters deflection {concealment} and the -2 for attacking underwater {non-aquatic} can result in a -6 to hit.. quite enough to keep the minions as a nasty thing to deal with.</p><p></p><p>I would imagine the encounter to start off with 'Oh, its those pesky aquatic elf thingies with pointy sticks'.. and rapidly progress to 'AAAAAHHHHH! RUN AWAY!!!'</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>I would have at least one Preistess in the attack, hovering a bit deeper down and directing her minions.</p><p></p><p>Edit to add a random additional thought or two: Nets! Nets would be nasty.</p><p></p><p>Also, this encounter should start with one of the minions hailing the group from a short distance away and demand that they pay the toll for crossing 'his' water. This would explain why the town hasn't chased them off, basically treating them as a neighboring country that they don't want to aggravate.. so they pay the 'taxes', bribes, tolls, what-have you... in order to maintain being a trading port.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5734433, member: 20805"] Does the plane of water break line of effect? If so, that is a good reason for adventuring under water in a combat. IIRC, a creature that has someone grabbed can, as a standard action, drag the person 1/2 of thier speed. As underwater is 'hazardous terrain' for non-aquatic critters, I would grant a normal save to a PC with Water Walk who is being hauled down. Make sure you know the rules for holding your breath! I don't agree with spending a standard action to 'stand up' from the water, but would simply have it be difficult terrain, so going from the square in the water to the square on top of the water costs 2 squares of movement and you cannot shift. Same going back the other way, 2 squares of movement to breach the plane of the water.. but only if you have Water Walk active. Going into water is much easier when it is acting like water! :) For the Minions, I would arm them with Tridents {reach 1} so that if they are attacking boat-bound enemies they have to surface next to the boat and attack over the side. With the Water Walk option, they can attack from below the water with relative immunity. I wouldn't bother with rules on the bleeding into water, but having corpses provide similar benefit to a small tree .. and three corpses piled together the same a a large tree.. that sounds about right. You can describe it as flowing blood or shattered bits.. whatever. The PC's best couse of action would be to flee quickly to the safety of the ship, so expect to have any corpses rapidly left behind. Having this stack on top of the -2 for the waters deflection {concealment} and the -2 for attacking underwater {non-aquatic} can result in a -6 to hit.. quite enough to keep the minions as a nasty thing to deal with. I would imagine the encounter to start off with 'Oh, its those pesky aquatic elf thingies with pointy sticks'.. and rapidly progress to 'AAAAAHHHHH! RUN AWAY!!!' :devil: I would have at least one Preistess in the attack, hovering a bit deeper down and directing her minions. Edit to add a random additional thought or two: Nets! Nets would be nasty. Also, this encounter should start with one of the minions hailing the group from a short distance away and demand that they pay the toll for crossing 'his' water. This would explain why the town hasn't chased them off, basically treating them as a neighboring country that they don't want to aggravate.. so they pay the 'taxes', bribes, tolls, what-have you... in order to maintain being a trading port. [/QUOTE]
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