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White water rafting at 11th level
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<blockquote data-quote="RangerWickett" data-source="post: 4809808" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Boat Rules</strong></span></p><p>The river is normally one hundred feet wide and twenty feet deep. At the site of the first combat, it narrows to sixty feet and a little tributary flows in perpendicularly. The influx of water makes things rough, with cross currents (pushes 1 sideways in certain squares). There are some boulders the boat(s) could hit or get stuck on.</p><p></p><p><strong>Currents:</strong></p><p>Gentle water, at initiative 25 and 15, the current pushes everyone 3. Rapids, push 5 instead. A few spots have a cross current of 1 whenever you move through that space.</p><p></p><p><strong>Rough Water:</strong></p><p>Mark certain squares as rough water, others as drops. Whenever the boat moves over a square of rough water, everyone makes an Acrobatics check (DC 12) or fall out. You get a save to just fall prone (+2 to save in a kayak, but success instead means the kayak flips with you in it). </p><p></p><p>Drops (a 10-ft. or more fall) require an Acrobatics check (DC 17) instead.</p><p></p><p>If everyone in the boat is prone and it hits a drop or a solid barrier, the boat makes a save to avoid flipping. Righting the boat requires Athletics (DC 12) as a standard action. One success for canoe, two for rowboat, three for raft.</p><p></p><p>Once in the water, swimming requires Athletics DC 10 (normal) or DC 20 (rapids). +2 bonus if you’re adjacent to the boat. Failure by 5 or more means you start to go under. </p><p></p><p>If you enter a square of rough water and you’re not in control, you take 5 damage. If you hit a solid barrier, you take 10 damage. Ditto for a boat that’s upside down.</p><p></p><p></p><p><strong>Boats:</strong></p><p>I'm not sure what the PCs will decide to take. I'll guess either two rowboats, or a raft and a kayak or two.</p><p></p><p>Canoe has 30 hp, holds one. Move action to move boat 1 (but only forward, diagonal, or sideways to current).</p><p></p><p>Rowboat has 50 hp, holds three. Move action to move boat 1 (but only forward or diagonal to current).</p><p></p><p>Raft has 150 hp, holds six. Standard action to move boat 1 (but only forward or diagonal to current).</p><p></p><p> </p><p>I'm not sure how realistic spending 6 seconds to paddle a boat 10 ft. is, but consider that in combat, rowing the boat means keeping both hands free. For the purposes of this combat, I'm letting folks sit and stand to row without having to spend move actions. You only have to spend a move action to stand if you're 'prone.'</p><p></p><p>Now, the question is how much rough water to put in, and how many drops. I don’t want the PCs falling out of the boat too much.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4809808, member: 63"] [size=3][b]Boat Rules[/b][/size] The river is normally one hundred feet wide and twenty feet deep. At the site of the first combat, it narrows to sixty feet and a little tributary flows in perpendicularly. The influx of water makes things rough, with cross currents (pushes 1 sideways in certain squares). There are some boulders the boat(s) could hit or get stuck on. [b]Currents:[/b] Gentle water, at initiative 25 and 15, the current pushes everyone 3. Rapids, push 5 instead. A few spots have a cross current of 1 whenever you move through that space. [b]Rough Water:[/b] Mark certain squares as rough water, others as drops. Whenever the boat moves over a square of rough water, everyone makes an Acrobatics check (DC 12) or fall out. You get a save to just fall prone (+2 to save in a kayak, but success instead means the kayak flips with you in it). Drops (a 10-ft. or more fall) require an Acrobatics check (DC 17) instead. If everyone in the boat is prone and it hits a drop or a solid barrier, the boat makes a save to avoid flipping. Righting the boat requires Athletics (DC 12) as a standard action. One success for canoe, two for rowboat, three for raft. Once in the water, swimming requires Athletics DC 10 (normal) or DC 20 (rapids). +2 bonus if you’re adjacent to the boat. Failure by 5 or more means you start to go under. If you enter a square of rough water and you’re not in control, you take 5 damage. If you hit a solid barrier, you take 10 damage. Ditto for a boat that’s upside down. [b]Boats:[/b] I'm not sure what the PCs will decide to take. I'll guess either two rowboats, or a raft and a kayak or two. Canoe has 30 hp, holds one. Move action to move boat 1 (but only forward, diagonal, or sideways to current). Rowboat has 50 hp, holds three. Move action to move boat 1 (but only forward or diagonal to current). Raft has 150 hp, holds six. Standard action to move boat 1 (but only forward or diagonal to current). I'm not sure how realistic spending 6 seconds to paddle a boat 10 ft. is, but consider that in combat, rowing the boat means keeping both hands free. For the purposes of this combat, I'm letting folks sit and stand to row without having to spend move actions. You only have to spend a move action to stand if you're 'prone.' Now, the question is how much rough water to put in, and how many drops. I don’t want the PCs falling out of the boat too much. [/QUOTE]
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White water rafting at 11th level
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