BARGE END CHASE
MOVEMENT
All boats/barges/wharves & piers are 'uneven' terrain. This means that they consume the same amount of movement allowance to pass though, but you can not run through them. Note that it is still possible to take two movement actions per round by replacing your standard action with a move action.
This basically means that Alohan can move 2x8 squares per round, and everybody else can move 2x6 squares. Plan your movement wisely!
It isn't possible to go THROUGH the buildings at the water side, but you could go OVER. They could be climbed with a DC 15 acrobatics check. But then the roofs are all difficult terrain. Remember, you can't run on difficult terrain, but you can take two move actions by replacing your standard action with a move action.
JUMPING
You can jump between boats, with the DC of the jump being 5 per 5' jumped, e.g.
DISTANCE DC
5 5
10 10
15 15
If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall in the water one square short of your target.
SWIMMING
If a character ends up in the water then they can swim using the following rules:
- A swimming character must make a successful swim check (DC 10) each round in order to move at up to one-half their speed (as a full-round action) or one-quarter their speed (as a move action).
- It’s difficult to clamber into a boat or onto a barge from the water; to do so, a character must make a successful Climb check (DC 15).
GENERAL
Each failed skill check costs 10' of movement. There will be some further obstacles on the boats that will require further checks.
This message was last edited by the GM at 19:21, Tue 17 Feb 2015.