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Admiral Squish
2014-08-02, 01:06 PM
Canoeing
Created for Crossroads: The New World (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth)


http://upload.wikimedia.org/wikipedia/commons/4/42/Shooting_the_Rapids_1879.jpg

"I yearned for the spring thaws when the rivers opened. We sang while we paddled to pass the time and keep rhythm. Fifty songs a day were nothing to me, as we devoured the leagues. No hardship, no weather, ever stopped the paddle or the song. I could paddle, walk and sing with any man I met. I carried twice my weight in trade goods when we portaged, and when I carried the canoe, my end never touched the ground."

~ Erik Menge, A Life So Free (http://www.snowbynight.com/pages/ch7/v1.php)

Characters can use the swim skill in a new way in Crossroads, to make Canoeing checks. A character can use canoeing checks to propel a canoe or other personal watercraft, such as a kayak, bull-boat, or small raft. Any water vehicle that does not have a sail and is small enough for one or two paddlers to propel and control counts as a personal watercraft. Vehicles that require many paddlers working in sync are treated as small ships. Any reference to 'canoe' in this entry refers to whatever personal watercraft is being operated.
While the basic use of a canoe is easily enough understood, it takes a certain amount of experience or training to maneuver one through more challenging situations. A character without the canoe mastery feat cannot has a maximum canoeing check result of 20. Any check they make that returns a result higher than 20 is treated as a result of 20. Racial bonuses to swim checks do not apply to canoeing checks.
Movement in a canoe is more deliberate than most movement, and any movement must work with or against the water's current. All personal watercraft move at the start of each turn, at an effective initiative count of zero. If a canoe is in an area with a current, it moves at the current's speed, in the current's direction. As a full-round action, a paddler can direct the canoe to move in any direction, up to 10 feet plus 5 feet per point of strength modifier (minimum 10 feet). Any movement directly opposed to the direction of the current cancels out some of the current's momentum, reducing or even completely eliminating the distance the canoe is moved by the current. At the start of the turn, movement due to paddling is resolved before the movement due to the current.

If a canoeist fails a canoeing check by 5 or less, the check simply fails.
If a canoeist fails a canoeing check by more than 5, the canoe tips. All creatures in the canoe must make a strength or dexterity check with a DC of 10 plus the amount the check was failed by. Failing this check means the creature falls into the water. The canoe may also spill any cargo it carries, though creatures that remain in the canoe may make a dexterity check against the same DC to grab cargo before it spills into the water. Even if all such checks are successful, the canoe becomes swamped, as described below.

TaskDC
Maneuver CanoeVaries
Traverse Distances0
Right Canoe15
Traverse WaterfallVaries
Heavy Load+1
Wind and Waves+1
Swamped+2
Swift Currents+5


Maneuver Canoe: Moving over a calm surface of water in most situations requires no check. However, moving through swift currents or shallow water and avoiding hazards may require the canoeist to make a maneuver canoe check. The DC of a maneuver canoe check is set by the hazard, and modified by various conditions, which are described below. Each round the canoe is in hazardous conditions, one paddler may make a maneuver canoe check each round to maintain control of the canoe. Each time the canoe suddenly faces a particular hazard, like a whirlpool, or the canoe being struck, one paddler may make a maneuver canoe check to avoid or negate the effects of the hazard. Some hazards may require more than one check to avoid entirely.

Traverse Distances: The paddlers of a canoe traveling great distances in reasonably stable conditions can adopt a steady pace, paddling away the miles. A single traverse distances check represents the canoeist steering an directing the paddling for one hour. When traversing distances, the canoe moves at a speed of 10 feet per paddler. If traveling with a current, add the current's speed to this speed, but if traveling against a current, reduce this speed by the current's speed. This movement is about as strenuous as walking. When making a traverse distance check, any number of paddlers can choose to push along at greater speed, which is about as strenuous as hustling. Each paddler that does so adds 5 feet to the canoe's movement speed per point of strength bonus (minimum 0). If any paddler takes a standard or full-round action, the rhythm is broken, and the canoe falls back to normal movement. To begin traversing distances again, the canoeist must make a new check.

Right Canoe: A canoe that has overturned (whether completely upside down or on its side and swamped with water) can quickly become a deadly situation. Righting an overturned canoe is not easy, but can be done. This maneuver is full-round action.

Traverse Waterfall: Going over a waterfall is a risky maneuver, but a skilled canoeist can steer their canoe in such a way that it does not overturn while it falls. This check is made as a full-round action while within 30 feet of the top of a waterfall. The base DC of traverse waterfall check is 10 plus the waterfall's height. A waterfall's height is the distance between the top of the waterfall and the water's surface at its base, measured in feet. All creatures in the canoe when the canoe traverses the falls must make a strength or dexterity check with a DC equal to 10 plus 1/2 the waterfall's height to keep from falling from the canoe. If the canoeist fails the check to traverse falls, the canoe and all creatures in the canoe take falling damage as normal for a fall of the waterfall's height, in addition to the normal effects of failing a canoeing check. Any characters that fall from the canoe also take falling damage as normal. You cannot traverse waterfalls against the current.

Heavy Load: In swift currents and shallow water, the DC of a maneuver canoe check is increased by +1 for every 100 pounds (cargo and creatures combined) in the canoe. If shallows are too low to cross normally, some passengers may need to get out and wade alongside the canoe in order for to pass through.

Swamped: If the canoeist fails a check by 10 or less, the watercraft becomes swamped, water flooding the bottom of the craft. Each swamping increases the DC of maneuver canoe checks by +2. Delicate or water-sensitive cargo may be damaged by water. The canoe remains swamped until the water can be dumped, bailed, or otherwise removed. A canoe cannot be dumped while on the water. Passengers in the canoe can take a full-round action to bail, removing one instance of the swamped condition.

Swift Current Swift currents can make canoeing challenging and unpredictable, particularly when they come on suddenly, such as in areas of rapids, or sudden currents on . Any current with a speed greater than 30 feet (3 mph), is considered a swift current. In an area of swift currents, the DC of all canoeing checks is increased by +5 for every 10 feet the current's speed exceeds 30 feet. Some areas, known as rapids, are particularly dangerous, and have special hazards associated with them. See rapids below for details.

Wind and Waves: Strong winds generate waves, and the two together can make it more challenging to maneuver a canoe, and may even turn over the canoe of an unprepared or inexperienced canoeist. Canoeing check DCs in windy areas increase by +1 per wind force category. This increase is doubled if the canoeist is on open water, such as a large lake or an ocean. Winds may check or blow away a canoe, if powerful enough. Creatures in a canoe are subject to being blown away, but are not considered checked.

Action: Varies, as detailed above. Generally, getting in and out of a canoe to and from land is a move action. Getting into a canoe from a swimming start requires a full-round action that provokes attacks of opportunity.

Hazards

Rapids
Rapids are a kind of hazardous river terrain, consisting of a shallow area with a unusually steep incline, where water flows faster and rocks protrude through the surface, or hide just beneath churning whitewater. While there are dangers in canoeing down rapids, taking the rapids can be much faster that the alternative of carrying the canoe around the hazardous area. Skilled canoeists may be able to safely navigate them, but there are serious dangers, should one fail. You cannot go upstream through rapids of any strength.
There are six categories of rapids, class I, class II, class III, class IV, class V, and class VI, each more dangerous and turbulent than the last.
Class I rapids have very small rough areas, and require almost no maneuvering, allowing them to be navigated easily, even by novices.
Class II rapids have more rough water, usually some rocks or short drops, and and need a little maneuvering, allowing relatively inexperienced canoeists to navigate them safely.
Class III rapids have significant whitewater, short drops or sizable rocks, and often require sharp maneuvers, making them difficult for the inexperienced to handle.
Class IV rapids are mostly whitewater, with large rocks, drops, and turbulent waves, requiring precise movement to navigate safely, making them dangerous for any but the most experienced.
Class V rapids are extremely powerful and dangerous, almost completely whitewater with prevalent rocks, long drops, and are extremely dangerous to anyone but the most experienced canoeists. Class V rapids are often characterized by 'must make' maneuvers, points where a certain maneuver must be made with precision timing in order to avoid injury or death.
Class VI rapids are largely considered to be impassable without injury or death.

Rapids are known as such because the water moves swiftly in these areas. The current speed for each class of rapids is given on the table below. Typically, the current of an area of rapids is at least 10 feet faster than the river's current. All creatures and objects in an area of rapids move in the direction of the current at the current speed indicated at the start of each turn. Most rapids are not long enough for an individual to
There are two DCs given on the table below for each class of rapids. The first is the canoeing DC, which is the difficult class for navigating the rapids safely in a personal watercraft. This DC may be modified by various factors, as normal, and already includes the modifiers due to the swift current. The second is the base DC for the rapids, which applies to a variety of other rolls relating to rapids.
Any creature or object in the water in an area of rapids is thrown about by the surging waters to some degree. More violent rapids may throw targets into rocks, logs, or scrape them across the riverbed, dealing bludgeoning damage as indicated on the table. Creatures treat this damage as nonlethal damage, but objects take lethal damage. A successful maneuver canoe check against the canoeing DC or a successful swim check against the base DC allows a canoe or creature, respectively, to avoid such obstacles, negating this damage. Creatures in a canoe are not subject to damage from rapids. If a creature in the water cannot breathe underwater, they must hold their breath, or begin to drown. A creature in the water that fails its swim check can only take a move or standard action that round. A creature that is damaged by rapids may make a strength check against this DC to grab onto the object they strike for one round. While holding on in this way, the creature does not take damage from the rapids, does not need to hold their breath, and may take actions normally. Each round, the creature may make another strength check to keep hold as a move action, the DC of this check increasing by 2 each round.


ClassCurrent SpeedCanoeing DCBase DCDamage
I40510-
II4010201d6
III5015302d6
IV5020404d6
V6025508d6
VI60306012d6


Equipment

Paddles


Simple Two-Handed Weapons
NameCostDmg (S)Dmg (M)Dmg (L)CriticalRangeWeightTypeSpecial
Paddle.1 VP1d41d61d8󫅀 lbs.BSee Below
Battle Paddle1 VP1d61d82d6x3-5 lbB or S-
Double Paddle.2 VP1d4/1d41d6/1d61d8/1d8x2-6 lbBDouble, See Below
Double Battle Paddle2 VP1d6/1d61d8/1d82d6/2d6x3-8 lbB or SDouble

Paddle
A paddle is a simple item, a long, wooden shaft with a handle on one end and a wide, flat wooden blade on the other. A basic paddle will serve as a weapon is a pinch, but it is not intended as one inherently. All attack rolls made with a paddle take a -2 penalty due to the non-weapon design of the paddle.
A masterwork paddle grants a +2 bonus to canoeing checks made while wielding it.

Battle Paddle
A battle paddle is very much like a regular paddle, a long, wooden shaft with a handle on one end and a wide, flat wooden blade on the other. However, a battle paddle's blade is made of ironwood and sharpened to a fine edge. It is also much better balanced, and the handle is reinforced to tolerate the forces involved in combat.
A masterwork battle paddle grants a +2 bonus to canoeing checks made while wielding it.

Double Paddle
A double paddle is a simple item, with a long, wooden shaft with a wide, flat wooden blade on each end. A basic double paddle will serve as a weapon is a pinch, but it is not intended as one inherently. All attack rolls made with a double paddle take a -2 penalty due to the non-weapon design of the double paddle. A double paddle is a double weapon.
A masterwork double paddle grants a +2 bonus to canoeing checks made while wielding it.

Double Battle Paddle
A double battle paddle is very much like a regular double paddle, a long, wooden shaft with a wide, flat wooden blade on each end. However, a battle paddle's blades are crafted of ironwood and sharpened to a fine edge. The handle is also reinforced to tolerate the forces involved in combat. A double battle paddle is a double weapon.
A masterwork battle paddle grants a +2 bonus to canoeing checks made while wielding it.

Magic Paddles

NamePrice
Beaver-
Catfish-
Kingfisher-
Muskrat-
Vortex-



Beaver
Price +53,000? (probably should be discounted, due to positioning requirement)
Aura Moderate Evocation; CL 10th; Weight -
Description
The beaver enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a beaver paddle is decorated or crafted to resemble a stylized beaver, with the tail on the paddle. When used, the tail paddle flexes and slaps the water, making sure it connects properly with the surface of the water.
A beaver paddle can be used to slap the surface of a liquid to create a very loud, distinctive sound. The wielder must be adjacent to a body of liquid large enough to slap with the paddle in order to use this effect. The sound created is very loud, able to be heard up to a mile away, and quite distinctive. It can be useful in frightening quarry, signaling distant allies, or even to send messages in morse code.
Additionally, the paddle can be used offensively, concentrating the sound into a burst, either in a 10-foot radius or a 30-foot cone. Creatures in the area take 3d6 points of sonic damage, and may be pushed away as if bull rushed. The wielder makes a combat maneuver check and applies its results to each creature in the area. Their CMB for this bull rush is equal to their swim ranks plus their strength modifier. This bull rush does not provoke an attack of opportunity. This effect cannot penetrate the area of a silence spell or similar magical silence effects.

Construction Requirements
Craft Magic Arms and Armor, Discordant Blast, Creator must be a bard; Cost ?

Catfish
Price +10,000 VP
Aura Faint Transmutation; CL ?; Weight -
Description
The catfish enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. A catfish paddle may be designed to resemble a catfish, but it could also be stylized to resemble any aquatic creature with blindsight or blindsense, and the creature in question varies from region to region. The paddle typically has carved or painted-on barbels, antennae, or whiskers around the edge of the blade, which may emerge from the surface to float freely while underwater.
The wielder of a catfish paddle has greater ability to sense the waters around their craft. As long as the catfish paddle is in contact with a body of liquid, the wielder can perceive what happens within it as though they possessed blindsense out to 30 feet. This blindsense only functions within the body of liquid the paddle is touching, and does not extend beyond the liquid抯 surface, or to to any other bodies of water within range. The blindsense allows you to perceive hidden rocks, how deep the water is (should the bottom be within range) and so on, granting you a +5 bonus to maneuver canoe checks made to avoid a hazard.

Construction Requirements
Craft Magic Arms and Armor, ?; Cost +5000 VP

Kingfisher
Price +1
Aura Faint Enchantment; CL 7th; Weight
Description
The kingfisher enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a kingfisher paddle will be decorated or carved to resemble the feathers or pattern of a kingfisher. Most often, it is applied to a battle paddle.
A kingfisher paddle allows its wielder to see and strike through the water as though it weren抰 there. The wielder of a kingfisher paddle can perceive the surface of the water, but see through it as though it were glass, with no reflections or refraction to conceal what抯 below it. The surface of the water does not provide cover against the wielder of a kingfisher paddle. Underwater creatures cannot use stealth to hide from the wielder unless some other form of cover or concealment is available, such as muddy water or thick aquatic plants. Attacks with a kingfisher paddle slice through water as easily as air, and take no penalty to attack or damage rolls while underwater. Creatures that are partially or wholly submerged are not considered to have any form of cover against the wielder.

Construction Requirements
Craft Magic Arms and Armor, Freedom of Movement; Cost +1

Muskrat
Price +30,000?
Aura Faint Enchantment; CL 5; Weight -
Description
The muskrat enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a muskrat paddle is carved or decorated to resemble the webbed foot of a muskrat, the handle marked to resemble fur.
While carrying or wielding a muskrat paddle, the wielder and all their gear is protected from becoming wet. They may even be completely submerged and come out completely dry. This effect protects them and their gear from the effects of contact or submersion in any kind of liquid, be it freezing water, boiling water, acid, or even magma. This does not protect them against acid or other liquid-based attacks, it is only effective against contact and submersion in non-magical substances. The effect does not allow air to circulate, the wielder and any creatures on their person must hold their breath normally to avoid drowning, and any open flames are extinguished. When the wielder is in a personal watercraft, this effect extends to the entire craft, protecting other passengers and cargo as well, though the protection ends if they leave or fall out of the vehicle, or if the wielder leaves or falls out.

Construction Requirements
Craft Magic Arms and Armor, Protection from Energy; Cost ?

Vortex
Price +20,000 VP
Aura Faint Evocation; CL 7th; Weight -
Description
The vortex enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a vortex paddle is decorated with a delicate swirling pattern on the shaft or blade, which may even appear to rotate slowly when watched, faster when a whirlpool is in place.
The wielder of a vortex paddle can use it to stir a body of water and create a whirlpool. As a standard action, the wielder may make a canoeing check to create a whirlpool 5 feet in diameter and 5 feet deep in any adjacent square of liquid. This whirlpool has a DC equal to the result of the wielder抯 canoeing check. The body of liquid must be large enough to contain a whirlpool of this size. This whirlpool lasts for one minute, and stays in the square it was created, regardless of current. If another whirlpool is created while one whirlpool still remains, the old whirlpool immediately dissipates. Any personal watercraft or large or smaller creature (other than the wielder or the wielder抯 canoe) that comes within 5 feet of this whirlpool risks being pulled in. Victims can attempt to resist being pulled in by rolling against the whirlpool抯 DC, creatures rolling swim checks and personal watercraft making canoeing checks. If pulled in, the creature or personal watercraft is trapped in the swirling current, unable to move away. A canoeist that fails the check is subject to the usual effects of failing a canoeing check, and any passengers that fall out are automatically trapped in the vortex. If the vortex is in shallow water (less than 10 feet deep), within 5 feet of some hazard (such as large rocks or trees), or has more than one creature or object trapped inside it, all trapped creatures and objects takes 2d6 points of bludgeoning damage each round at the start of their turn. Creatures may attempt a swim check against the whirlpool抯 DC to reduce this damage to nonlethal. Creatures or canoes trapped in the current may attempt to escape the whirlpool with another swim or canoeing check against the whirlpool抯 DC as a standard action. Successfully escaping the whirlpool places the creature or personal watercraft just outside the whirlpool抯 area of effect, in a space of their choice. Creatures larger than large or water vehicles larger than personal watercraft are not affected by a whirlpool.

Construction Requirements
Craft Magic Arms and Armor, Control Water; Cost 10,000 VP


Canoes

NameCostWeightMax. CapacityBase WeightConstructionSpecial
-------



-

Feats

Canoe Mastery
You are experienced in maneuvering or operating a canoe, and can accomplish more challenging feats than an untrained canoeist.
Benefits: You no longer have a maximum canoeing check result.

Admiral Squish
2014-08-02, 01:16 PM
So, I decided this needed to be made for the crossroads setting. After much debate, we decided that a new use of swim was a better option than it being its own skill, so I whipped this up. I figured it would be wisest to post it and subject it to the forum's expertise, rather than just leaving it in the crossroads thread, since we want to be sure this is balanced.

SuperDave
2014-08-06, 04:04 PM
Sorry it took me so long to chime in, but what you've got here, as always, is impeccably done and neatly formatted. I'm very impressed with your thoroughness, and I suspect that it will probably stand up pretty well under actual playtesting.

Really, I have only one small complaint with your write-up. You say that:



Traverse Oceans Skillful canoeists can cake canoes and personal watercraft onto oceans, though such vehicles are usually poorly-suited to open ocean travel, and will stick to coastlines.

I think that the Haida people (http://en.wikipedia.org/wiki/Haida_people) would disagree with you on this one. Pacific Northwest canoes (http://en.wikipedia.org/wiki/Pacific_Northwest_canoes) were the main form of transportation for the indigenous people of the area, even centuries after European colonization, because they worked. Sure, it's somewhat risky to go out to sea in a smaller boat, but there's plenty that can go wrong in a big boat, too: more moving parts means more chance for mishap, and less maneuverability.

I guess it kind of depends on how you define "open ocean travel", but I feel that it shouldn't be prohibitively difficult to handle a canoe on the open ocean. We don't really need to make it more difficult to travel on the seas, since the players will already be discouraged from doing it too often by the inherent risk of taking a small vessel out into a big ocean. Perhaps we could find some sort of trade-off between stability and maneuverability? For example, a sixty-foot canoe is extremely stable on the ocean, but it would be suicide to run whitewater rapids in one of them, and you'd get stuck going around narrow river-bends. Conversely, a ten-foot canoe can dart through the rapids like a salmon with nary a scratch, but you could get swamped by a wave that a sixty-footer wouldn't even notice.

And why would it be necessary to make another Canoeing check after every action taken? Was this to reflect some aspect of open-ocean canoe travel I'm not familiar with, or was it a mechanical decision, for purposes of balancing the skill?

Oh, and this might be a good place for us to provide stats for different lengths and types of canoes (bark, dugout, kayak, umiaq, etc). And, because I'm apparently a glutton for punishment, I whipped up a little table which might serve our needs.



Type
Bark, 15 ft.
Bark, 30 ft.
Dugout, 15 ft.
Dugout, 30 ft.
Kayak, 15 ft.
Umiaq, 30 ft.


Weight
1,200 lbs
2,400 lbs
2,400 lbs
4,800 lbs
600 lbs
1,200 lbs


Maneuverability








Stability








Hardness
2
2
5
5
2
2


HP
10
10
20
20
5
5


Special



ram other canoes?
take no cold damage from capsizing




I based the weight of the dugout on the following statement (http://en.wikipedia.org/wiki/Dugout_%28boat%29#The_Americas):

In 1978, Geordie Tocher and two companions sailed a 3.5-short-ton (3.2 t [or 6,400 lbs]), 40-foot (12 m) dugout canoe (the Orenda II), made of Douglas fir, and based on Haida designs (but with sails), from Vancouver, Canada to Hawaiʻi
I assumed that a 15-footer is half the weight of a 30-footer, that a bark canoe is half the weight of a dugout, and that a leather vessel is half the weight of a bark canoe. Some of the weights still seem a little too high, but I really don't have a point of reference, and finding the weights of traditional-style canoes is surprisingly difficult.

Admiral Squish
2014-08-06, 06:36 PM
I'm glad you like the look of the skill!

Ocean Travel
This entry specifically refers to small watercraft, personal ones that could be operated by one or two individuals, ones where a single individual could have a significant effect on the direction and speed of the watercraft as a whole. Huge oceangoing canoes that involve many paddlers working together would not use this skill, they would be covered under ships. Ocean travel is rather difficult for a personal watercraft because it's so small and so easily effected by wind, waves, and in particular, currents, which a paddler would have no means to fight against, beyond the strength of their arms. Yes, a large ocean canoe would have little trouble with such waters, but a single-person canoe would be extremely vulnerable out in the deep water.


Canoe Stats
I don't think we need to get all THAT detailed about the specific traits of different kinds of personal watercraft, but I do think we should have some way to differentiate between different kinds of canoe. For example, a kayak, properly laced to the coat, would be able to roll over without spilling or wetting the occupant or any of the cargo. Bull boats aren't very stable, and may spin, but they have a number of other advantages (Now that I mention them, I'm not certain how having a bull-boat attached would affect your ability to canoe). Different materials should also be accounted for, though I think we can break them into 'solid' and 'skin' without going much further than that.
Maybe something like weapon descriptions, with a short paragraph or two describing the traits of a certain watercraft, and a table entry detailing things like length, weight, material, value, and maybe a craft DC? A lot of canoes were made by one person in the course of a few days.

SuperDave
2014-08-07, 03:37 PM
OK, you make a good point with ocean travel. It can stay as-is, but you might wanna mention that you're only talking about smaller canoes, and that longer canoes count as very small ships.

I imagine that asides from the added weight, a bull-boat wouldn't change much about how the canoe handles. It might add to the drag you experience going upstream, and might make it easier for you to get caught in the pull of a waterfall (and of course, it would likely be badly damaged if you tried to take it through any rapids), honestly, they're so light and hydrodynamic that you might forget it's there (though I do not speak from experience on this matter).

We definitely need to cover Craft DCs for different types of canoes (bark, dugout, and skin/leather), as well as their Hardness, total HP, resistance to sunder/capsize attempts, and the DCs of Craft checks to repair them if they're damaged. Players in our setting are almost assured to spend a substantial amount of time traveling by canoe, so it's important that we consider every eventuality.

And as long as we're on the subject of canoeing., I've been working on some neat accessories for savvy canoeiests: enchanted paddles! All of them could be used to paddle a canoe, whack a water-monster in the head, or for their neat magical abilities. Should I drop 'em in this thread, or do you think it would be best for me to start a separate one so they get more exposure?

Debihuman
2014-08-07, 04:08 PM
Why change it from Survival Skill to Swim skill? It's already stated in the Pathfinder rules that navigation by canoe is based on Survival.

Debby

SuperDave
2014-08-10, 01:08 PM
Why change it from Survival Skill to Swim skill? It's already stated in the Pathfinder rules that navigation by canoe is based on Survival.

Because Survival is Intelligence-based, and you can't make better progress against a raging river swollen by autumn floods by thinking really hard about paddling. Ultimately, (and i say this as someone who goes canoeing almost every weekend) canoeing is a battle of strength: you versus the power of the river. Even if you understand the physics of water and canoes better than anyone else in the world, that knowledge is useless without the physical power to make the canoe do what you want.

I agree that there's definitely a mental component to canoeing effectively, but the same thing could be said for safely climbing trees and flying through high winds, both of which are Strength -based skills in Pathfinder.

However, you bring up a good point. Perhaps Survival would be called for when planning the route a canoe-caravan will take, or estimating time to a destination, or even shouting instructions to less-skilled canoeists.

Debihuman
2014-08-11, 09:01 AM
You already have canoeing used as a Survival skill in the Sisiutl write-up (see treasure). I don't know where else it may have popped up. Consistency is gong to be an issue.

The one thing I did like best was the chart that shows the various DCs of maneuvering the canoe. That will help the DM a lot more rather than deciding whether it should be swim skill or a survival skill to paddle a canoe. The thing I like best is your chart with the various tasks and their DCs.

Don't bog down in too much realism as it has to be FUN. Most of the time, travel if hand-waved as the destination is far more important than the journey. For a short side trek in which the PCs have to navigate through rapids, around boulders, and perhaps over a fall, this could be fun but don't make it onerous. If they have to make a skill check every time the river bends, it's not going to be fun.

Debby

Admiral Squish
2014-08-11, 12:04 PM
Ocean Travel
Alright, I made a note specifying what is and is not a personal watercraft as covered under this skill.

Attached Bull-boat
Hmmm... I mean, it wouldn't add to your weight in the water, since it's floating independently, and since most movement is just downstream, you wouldn't have to push that much harder to move. But without the aid of the current, the paddlers would have to move that much more weight, which would make any maneuver that pits you against the current somewhat more difficult. I think, since the attached boat would be only indirectly controlled, it wouldn't be able to make unusual maneuvers or survive through rapids, either. I'll have to figure out the exact mechanics when we start making stats.

Canoe Stats
Okay, so, a table would need the name for the canoe, the material (hardness/HP would be implied), The craft DC/repair DC (which could just be the same number), Weight (for portaging), and Special (which would say if there's unusual traits associated with this kind of canoe). Sunder resistance would just be hardness, and capsize attempts are rare enough that I don't think we'd need a specific number for each kind.

Paddles
Well, it would probably make sense to keep all the canoe-related stuff all in one place, so you may as well just post them here. I can put 'em into the first post with the canoe-stats table I'm gonna make soon.

Survival
More or less what he said. Survival is a mental skill, and while it would have its uses for identifying non-obvious hazards and figuring out one's best course through tricky waters, the act of actually maneuvering the canoe through such a region requires physical strength to make the canoe move in the way you intend it to.
There will certainly be some continuity issues to hammer out, since I think we still mention a 'handle canoe' skill in several places, but I'm confident we can get it all straightened out.

Maybe survival or knowledge (nature) provides a synergy bonus to canoeing checks?

Fun
What is this fun you speak of? Where are the rules for fun?
I kid, of course. This skill use is supposed to be relatively approachable, easy to use, but unobtrusive. Unless the DM starts throwing hazards into the journey, a character can make most trips without having to roll at all, and can travel more challenging waters with relatively few rolls. But the options are there, so if there is to be a canoe-race in the game, or a battle on the whitewater, or some sort of water-based chase, the DM can do that without having to pull rules out of his backside.

SuperDave
2014-08-13, 02:13 AM
Apparently there will be no sleeping for SuperDave tonight, so as long as I'm up, here are the paddles I promised.


Enchanted Paddles

https://c2.staticflickr.com/4/3237/5861505986_992d01acd9_z.jpg

For most practical purposes, unless otherwise noted, all enchanted paddles have the following statistics


Name
Dmg (S)
Dmg (M)
Dmg (L)
Critical
Range
Hardness
HP
Weight
Type
Special


paddle
1d4
1d6
1d8
2

5
10
4 lbs.
B




Paddle of the Otter
Aura faint evocation; CL 7th
Slot none; Price 804,700 gp; Weight 4 lbs.
Description: This birchwood canoe paddle is decorated with carvings of a family of playful otters, swimming after each other in a helix along the shaft. Three times per day, the wielder may use the paddle to stir a body of water into a whirlpool as a standard action, creating a whirlpool 5 feet in diameter and 5 feet deep in an adjacent square of liquid. The whirlpool remains in place for one minute, but if this ability is used again during this time, the existing whirlpool dissipates. Any Medium or smaller creature that comes within 5 feet of that square must make a Swim check (DC 25) or be dragged into the whirlpool and pulled 5 feet under the surface, to be held there at the base of the whirlpool until it dissipates. The victim may make a new Swim check against the same DC as a standard action each round to try to escape the whirlpool into an adjacent square. If the liquid is shallower than 10 ft, the victim takes 1d6 points of nonlethal damage each round as they strike the bottom while spinning. Any canoe (other than the wielder's) passing within 5 feet of the whirlpool must make a DC 25 canoeing check to avoid being pulled in and spun. Failing this check has the normal consequences for failing a canoeing check, but additionally, the canoe is trapped in place, spinning in the vortex. A canoeist can attempt a new canoeing check to escape the whirlpool into an adjacent square as a full-round action, rolling against the same DC. A canoe trapped in this way may take damage as it strikes nearby rocks, trees, or other hazards. Any creatures that fall from the canoe are automatically pulled under by the whirlpool as described above, but they can make swim check to escape as normal. Water vehicles larger than personal watercraft are not affected by the whirlpool.
Construction Requirements: Craft Wondrous Item, vortex; Cost 402,350 gp

Paddle of the Beaver
Aura moderate evocation; CL 10th
Slot none; Price 46,460 gp; Weight 4 lbs.
Description
The handle of this birch wood canoe paddle is carved in the likeness of a beaver抯 head; the blade is carved in the likeness of a beaver抯 tail.
When the blade is used to slap the surface of a body of water, it makes an extremely loud and distinctive sound, which can be heard up to a mile away. This sound can be useful in coordinating actions over long distances, frightening quarry from hiding or into flight, and sending very simple messages via Morse code.
Up to three times per day when this effect is generated, the wielder may concentrate all the sound released into either in a 10-foot radius burst centered on the wielder or in 30-foot cone-shaped burst, as the spell discordant blast. Creatures in the area take 3d6 points of sonic damage. In addition, Medium and smaller creatures are pushed 10 feet away; Large creatures are pushed 5 feet away; and larger creatures are not moved.
Construction
Requirements: Craft Wondrous Item, discordant blast, creator must be a bard; Cost 23,230 gp


Paddle of the Muskrat
Aura faint enchantment; CL ?th
Slot none; Price 56,250 gp; Weight 4 lbs.
Description: The blade of this maple canoe paddle is carved to resemble the long, webbed hind-feet of a muskrat; a whiskered face adorns the handle. As long as a character has this paddle on his person, he gains the 揌old Breath special ability, and takes no cold damage from touching freezing water or ice. Additionally, his person, clothing, and all carried gear remain dry, no matter how long they are submerged in any liquid. This effect does not cause oxygen to circulate, it merely prevents submerged objects from getting wet; submerged flames are still extinguished normally, and any creatures on the character抯 person (such as animal companions) begin to drown when their breath runs out.
Construction Requirements: Craft Wondrous Item, protection from energy, and water breathing; Cost 28,125 gp


Paddle of the Salmon
Aura moderate enchantment; CL ?th
Slot none; Price ??? gp; Weight 4 lbs.
Description: The blade of this red cedarwood canoe paddle is carved with the likeness of a salmon and painted in bright red, vibrant green, and speckled along its length with black spots. When used to paddle a canoe, it allows the user to [negate movement penalties from swift current? and maybe leap up waterfalls 1/day?]
Construction Requirements: Craft Wondrous Item, and [spell?]; Cost [ 揚rice擼 gp


Paddle of the Kingfisher
Aura faint enchantment; CL ?th
Slot none; Price ??? gp; Weight 4 lbs.
Description: As long as a character has this paddle on their person, they take no penalty to see things below the surface of any body of water. This effect does not grant darksight, nor the ability to see through silt, ice, or dense aquatic vegetation; it merely removes glare and cancels out the optical refraction of water, allowing a character to see and aim at underwater creatures as if they were looking at them through air alone. The character can still see the water, and tell where its surface is; this effect simply negates the natural 揵ending of light which passes through the water and into the character抯 eyes.
Construction Requirements: Craft Wondrous Item, and [spell?]; Cost [ 揚rice擼 gp


Paddle of the Catfish
Aura faint enchantment; CL ?th
Slot none; Price ??? gp; Weight 5 lbs.
Description: This cypress paddle is carved with the likeness of a catfish, with the "eyes" on either edge of the blade, and the mouth and barbels ("whiskers") on the underside. As long as a character has this paddle on their person, they gain the [blindsense or blindsight?] special ability [while underwater, or at all times?].
Construction Requirements: Craft Wondrous Item, and [spell?]; Cost [ 揚rice擼 gp


Big question: can enchanted paddles have ironwood cast on them? What about wood shape?

Knaight
2014-08-13, 02:34 AM
The difficulty classes seem a bit high across the board. Even deep lakes are not all that hard to traverse - a passing familiarity with canoeing generally covers it, provided there aren't high winds or rapids (both of which are modifiers). 90 degree turns are also generally not all that hard, though you didn't specify how quickly the turn had to happen. It's also something that's substantially easier to do with two people in the canoe, which should probably be taken into account with the difficulties.

Failure by 6-10 also seems needlessly complicated, rules wise. There are a few calculations to make, particularly if there are different types of cargo, and it has the potential to slow the game down.

The heavy load also seems pretty odd. Take a typical two person canoe - just the people could easily mass 300 pounds, which adds 3 to all DCs. Plus, it helps to have at least some weight in the canoe, as if it's too light it will capsize more easily. I'd recommend changing it to every 100 pounds over the baseline weight. People having to get out to get through shallows stays entirely functional.

Debihuman
2014-08-13, 04:38 AM
Apparently there will be no sleeping for SuperDave tonight, so as long as I'm up, here are the paddles I promised.

Paddle of the Otter should be a Minor Artifact. It's cost is way too high. Why are there playful otters on an item that causes so much destruction?

Paddle of the Otter
Aura Strong evocation; CL 7th
Slot none; Price 804,700 gp; Weight 4 lbs.
Description: This birchwood canoe paddle is decorated with carvings of a family of playful otters, swimming after each other in a helix along the shaft. Three times per day, the wielder may use the paddle to stir a body of liquid into a raging vortex, provided that the body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save (DC 20) or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex. This effect can be invoked underwater.
Construction Requirements: Craft Wondrous Item, vortex; Cost 402,350 gp

Vortex is a 7th level spell so its aura is Strong (see detect magic on how to figure out auras)

I don't think the vortex cast underwater would suddenly move upward; the point is to drag creature's down. The user just determines where the vortex goes.

Your price and thus cost are grossly low. Price for a wondrous item is Spell Level X Minimum Caster Level needed to cast the spell X activation fee x duration modifier x2 for being slotless. Vortex is a 7th level spell with a minimum CL of 12 and it use activated and the spell's duration is in rounds. 7 x 12 x 2,000 x 4 since its duration is in rounds divided by 1.67 since it is only usable 3 times per day x2 for being slotless. Then I just round down to nearest 100 gp. Price is 804,700 gp; Cost is 402,350 gp. This is massively pricey because it is extremely powerful.

Since a spellcaster has to have a minimum ability of of 17 to cast 7th level spells, that is the basis for the DC Reflex save. the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell. So 10 +7 +3 = DC 20. Minimum ability to cast a spell is 10 + spell level (and you use that modifier).

Paddle of the Beaver suffers from the same mistakes. Aura is Moderate for 5th level spell but I think you are using the wrong spell. Just take the text from the spell or use more than one spell to get the desired effect. It does more than one thing so more than one spell should be used. I have no idea what you mean by "it can coordinate actions over long distances."

What is should do is the following (message spell?), frighten quarry (fear spell) if it is deafness you want then use a deafness spell as discordant blast causes sonic damage. Since deafness is the strongest aura, that's the one that detects.

Paddle of the Beaver
Aura faint necromancy; CL 3rd
Slot none; Price gp; Weight 4 lbs.
Description: The handle of this birch wood canoe paddle is carved in the likeness of a beaver抯 head while the blade is carved in the likeness of a beaver抯 tail. When the blade is used to slap the surface of a body of water, it makes an extremely loud and distinctive sound, which can be heard up to a mile away. This sound can be used in three different ways. First, the sound can frightening quarry. A successful Will save (DC 17) means the quarry is shaken rather than frightened. Secondly, the sound can be used to send very simple messages via Morse code (up to 25 words). Last of all, up to three times a day, the wielder can use the paddle to deafen opponents. Any opponent within 100 feet must succeed on a Fortitude save (DC 14) or be permanently deafened.
Construction Requirements: Craft Wondrous Item, deafen, fear, message; Cost gp. I forgot to double the costs for being slotless so my numbers are off. The more spells required, the more expensive these become. I'll leave the complex addition and multiplication to you as I'm a math impaired.


Paddle of the Muskrat
Aura faint abjuration and transmutation; CL 5th
Slot none; Price 56,250 gp; Weight 4 lbs.
Description: This maple canoe paddle is decorated with muskrats. As long as the owner has the paddle, he gains the Hold Breath special ability and takes no cold damage from touching freezing water or ice. Additionally, his body, clothing, and all carried gear remain dry, no matter how long they are submerged in any liquid. Submerged flames are still extinguished normally, and any creatures on the character抯 person (such as animal companions) begin to drown when their breath runs out.
Construction Requirements: Craft Wondrous Item, protection from energy, water breathing; Cost 28,125 gp

3rd level spell x caster level 5 x 2,000 x 1.5 duration x 2 = 90,000 plus 3x5x2,000x1.5x2 x1.5 for dissimilar spell 135,000= 225,000 - 168,750= 56,250 this item is much weaker than the spells used, I'm giving it a 75% discount.

Paddle of the Salmon
Aura moderate enchantment; CL ?th
Slot none; Price ??? gp; Weight 4 lbs.
Description: The blade of this red cedarwood canoe paddle is carved with the likeness of a salmon and painted in bright red, vibrant green, and speckled along its length with black spots. When used to paddle a canoe, it allows the user to [negate movement penalties from swift current? and maybe leap up waterfalls 1/day?]
Construction Requirements: Craft Wondrous Item, and [spell?]; Cost [ 揚rice擼 gp

Doesn't need a spell since this should just give a bonus to whatever skill is being used to paddle a canoe. Price is 2,000 time bonus squared. aura is abjuration. See Magic Items and Detect Magic. The more things you add, the more expensive items become.

I'll let you figure out the others.


Big question: can enchanted paddles have ironwood cast on them? What about wood shape?

Yes you can cast ironwood on a wooden paddle but it adds to the cost and weight. Why would you add woodshape to the paddle?

Debby

Admiral Squish
2014-08-13, 04:50 PM
Paddles
Otter
Otters may look cute, but they're not necessarily cuddly.
I must admit, the whole vortex spell seems... odd. I mean, I don't think a whirlpool actually crushes you, the real danger is disorientation and getting pulled under. Plus, 50 feet deep, 30 feet wide, it's WAY too big for an average river. How about:
The wielder can stir a body of water into a whirlpool as a standard action, creating a whirlpool 5 ft in diameter and 5 ft deep in an adjacent square of liquid. The whirlpool remains in place for one minute, but if this ability is used again during this time, the existing whirlpool dissipates. Any medium or smaller creature that comes within 5 feet of that square must make a Swim check (DC 25) or be dragged into the whirlpool and pulled 5 ft under the surface, to be held there at the base of the whirlpool until it dissipates. The victim may make a new swim check against the same DC as a standard action each round to try to escape the whirlpool into an adjacent square. If the liquid is shallower than 10 ft, the victim takes 1d6 points of nonlethal damage each round as they strike the bottom while spinning. Any canoe (other than the wielder's) passing within 5 feet of the whirlpool must make a DC 25 canoeing check to avoid being pulled in and spun. Failing this check has the normal consequences for failing a canoeing check, but additionally, the canoe is trapped in place, spinning in the vortex. A canoeist can attempt a new canoeing check to escape the whirlpool into an adjacent square as a full-round action, rolling against the same DC. A canoe trapped in this way may take damage as it strikes nearby rocks, trees, or other hazards. Any creatures that fall from the canoe are automatically pulled under by the whirlpool as described above, but they can make swim check to escape as normal. Water vehicles larger than personal watercraft are not affected by the whirlpool.

Hmm... now it occurs to me, what if you made a canoeing check as part of the standard action to use it, the result being the Swim DC to escape and the canoeing DC to avoid? Makes pricing a challenge, but makes the item more useful over a range of levels.

Beaver
Debihuman, I think you attributed way too many abilities to this. The general idea seems to be that it just makes a loud noise. You don't need a message spell to scream, or a fear spell to startle birds. My take:
The blade of this paddle can be used to strike the surface of a body of liquid as a standard action, creating a loud, distinctive slap that can be heard as much as a mile away, which can be useful for startling game or signaling distant allies. The paddle can also be useful offensively. Three times per day as a standard action it can be struck on the surface of a body of liquid more violently, channeling the sound into destructive power in the form of a 30 foot cone of sound. All creatures in the area are deafened for 2d6 round and take 5d6 points of sonic damage. A successful fortitude save (DC 17) negates the deafness and reduces the damage by half. Any exposed brittle or crystalline objects or crystalline creatures in the area take twice as much damage as normal. A creature holding brittle objects can negate damage to them with a reflex save (DC 17). This effect cannot penetrate the area of a silence spell.

I wanted to have the damage, deafness duration, and save based on the wielder's str, but I wouldn't have been able to figure out the pricing, so I just used Shout.

Muskrat
Yeah, you don't need the line about circulating air in there, just drop that part and say creatures on their person 'must hold their breath as normal'. Maybe mention that while submerged flames are extinguished, the burning thing can be re-lit, as it's still dry.

Salmon
Hmmm... I got it:
The wielder of this paddle gains a +5 bonus to canoeing checks when traveling upstream or against the current, and ignores the effects of a nearby waterfall when determining canoeing DCs. In addition, the wielder can travel up waterfalls as easily as they travel down them. As a full-round action, when at the bottom of a waterfall, the wielder can make a canoeing check with a DC equal to the DC for safely descending that waterfall. If the check is successful, they paddle their way up the curtain of water and emerge at the top of the waterfall, and can continue traveling normally from there.

Kingfisher
Hmmm. You know, I can't actually find anything that indicates that there is a perception penalty, or that water grants any kind of concealment to those within it. It's a cool, flavorful ability, but it doesn't seem to actually have a mechanical effect...
Maybe attacks with a kingfisher paddle ignore cover provided by water? It would be great for boppin' watery beasties that get too close.

Catfish
I was expecting this to give you like... sonar or a watery version of tremorsense, then all of a sudden, spikes! That struck me as weird. Turns out, catfish do have spines, but only three, and they're relatively passive things and only cause a little swelling and a little extra bleeding if they puncture the skin. Certainly not con and wis damage, and it's not a thorough enough defense to

Wood shape/Ironwood
Wood shape on a paddle would reshape it. If you can't use it as a paddle anymore, then it would lose any magical effects relating to it being a paddle, at least until it were to be shaped into a paddle once again.
Ironwood on a paddle would be inconvenient. It would be harder, but it would also be heavier. But there's one unmentioned advantage to ironwood. Ironwood can hold an edge. Paddle-axe! Well, probably more like a polearm, but still, awesome.

Difficulties
Lake
Traversing a lake isn't particularly hard at all, it's a DC 10. Any character with swim as a class skill and a +1 str mod would be able to make the roll 75% of the time. Mostly it's just there to give a base DC to be modified and establish that traveling without the aid of a current requires regular checks. If there were no rolls required, then rough weather on a lake would either be a walk in the park, or they'd have to roll maneuver canoe every round.

90-degree Turn
I'll be honest, I have almost no experience with this particular maneuver. I'm building off a 3rd-party thing, and that's what they had for the DC. What would you suggest the 90-degree turn's DC be? It doesn't mention how quick the turn is, but the action is a full-round one. So, six seconds? As for being easier with two people, that's what aid another is for.

Spill
I thought I was being rather clever with that bit... :(
I suppose now that I look at it again, it seems a bit needlessly complicated. Maybe I could just say the cargo's total value is decreased by 50%, some of it being spilled and other parts being ruined or damaged by the water. Hmm... but then, one would have to go through their gear and figure out what's spilled, what's wetted, and so on... Tough one.

Heavy Load
Well, the weight of the people is partially compensated by the benefits of aid another. Since each person would probably be about 200 pounds with all their gear and such, having them help with the paddling adds +2 to checks per person, effectively negating their overall effect.
You do have a point, though... I don't know if I really want to add a baseline weight to each variety of canoe, though, that seems like quite a bit of research and math... I could reduce the situations the heavy load modifier applies, but that only reduces the impact of the problem, rather than fixing it...

Debihuman
2014-08-14, 08:16 AM
I assumed that all of the beaver paddle's effects were magical in nature.

While you could whack the water and startle a flock of birds with any sort of paddle, an actual fear effect should be magical in nature. If any paddle can be used to whack the water and send Morse code messages, why is it only noted in the Beaver paddle entry? To me, that means a message spell. Of course you are free to disagree but then you need to note what's a mundane use and what's a magical use.

Debby

Admiral Squish
2014-08-14, 08:43 AM
I assumed that all of the beaver paddle's effects were magical in nature.

While you could whack the water and startle a flock of birds with any sort of paddle, an actual fear effect should be magical in nature. If any paddle can be used to whack the water and send Morse code messages, why is it only noted in the Beaver paddle entry? To me, that means a message spell. Of course you are free to disagree but then you need to note what's a mundane use and what's a magical use.

Debby

The effects are magical, in that the sound is magically amplified to be so loud and distinctive. That loud noise can be applied in a wide variety of ways, but those ways aren't going to be distinct magical effects.
Take the immovable rod. It's just a rod that doesn't move. That's a magical effect. But you can use it to brace a door, or climb a pair like a ladder, or anchor a vehicle, and you don't need hold portal, or air walk, or other such spells to be involved in the item creation. They're not different spell effects, they're just applications of the item's magical properties.

Debihuman
2014-08-16, 05:36 AM
Okay now it's cleared up that these aren't magical effects. The other problem I have is that the spell used with your beaver paddle (geeze that sounds rude) is that the spell used doesn't cause deafness at all. It's just a sonic attack that does 3d6 points of sonic damage and bull rush. To make it deafening, you should add deafness. Or just use deafness and forget about discordant blast. Discordant blast is a CL 10 spell since it is only a bard spell.

Cost is 10 x 4 x 2,000 /1.67 = 47,904 but since only a bard can make this it is discounted 30% so 47,904-1,437=46467 rounded down is 46,460 gp for price and cost is 23,230 gp.

Here is how it should read:

Paddle of the Beaver
Aura moderate evocation; CL 10th
Slot none; Price 46,460 gp; Weight 4 lbs.
Description
The handle of this birch wood canoe paddle is carved in the likeness of a beaver抯 head; the blade is carved in the likeness of a beaver抯 tail.
When the blade is used to slap the surface of a body of water, it makes an extremely loud and distinctive sound, which can be heard up to a mile away. This sound can be useful in coordinating actions over long distances, frightening quarry from hiding or into flight, and sending very simple messages via Morse code.
Up to three times per day when this effect is generated, the wielder may concentrate all the sound released into either in a 10-foot radius burst centered on the wielder or in 30-foot cone-shaped burst, as the spell discordant blast. Creatures in the area take 3d6 points of sonic damage. In addition, Medium and smaller creatures are pushed 10 feet away; Large creatures are pushed 5 feet away; and larger creatures are not moved.
Construction
Requirements: Craft Wondrous Item, discordant blast, creator must be a bard; Cost 23,230 gp

There is no save for discordant blast spell.

Debby

SuperDave
2014-08-16, 09:25 AM
Oh man, this stuff is great! Thanks a ton, guys and gals! I'm adding your stuff to the post right now.

You're right, Squish: it does seem like a better idea for the Paddle of the Catfish to ground blindsense underwater. I'm not sure how to do that right now though, so I'll come back to it later.

Debby, I had honestly not considered the implications of "beaver-paddle" until this very moment. :smalltongue:

Admiral Squish
2014-08-16, 10:10 AM
Oh, the otter paddle should DEFINITELY NOT be using vortex as the base. It is a much, much too high-level spell for the effect. But since the paddle's abilities aren't directly based off a spell, we'll have to eyeball the price, rather than using the formula.
I'm still tempted to make the DC to swim/canoe away from the vortex variable, based on a canoeing check of your own.

I seem to remember some kind of aquatic blindsense in stormwrack we could cannibalize. I'll have to check my books.

Debihuman
2014-08-17, 06:06 AM
Oh, the otter paddle should DEFINITELY NOT be using vortex as the base. It is a much, much too high-level spell for the effect. But since the paddle's abilities aren't directly based off a spell, we'll have to eyeball the price, rather than using the formula.
I'm still tempted to make the DC to swim/canoe away from the vortex variable, based on a canoeing check of your own.

I seem to remember some kind of aquatic blindsense in stormwrack we could cannibalize. I'll have to check my books.

Actually that's exactly what a vortex spell does, "You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex."

I copied it verbatim.

Debby

Admiral Squish
2014-08-17, 08:11 AM
Actually that's exactly what a vortex spell does, "You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex."

I copied it verbatim.

Debby

Nono, your version's just fine, math's perfect. Though, you never mention how big the whirlpool is.
I'm referring to my version, which is the one he ended up using in the big post. But since I didn't use a spell to come up with the effect of the item, there's no math to apply, we just have to figure out how powerful the effect is and price based on that.


Rapids
This just occurred to me, I think we need some details about rapids. Like, the kind of damage they do to the canoe (and people in the water) if you fail the check, and maybe something about what kind of check you would need to hold onto the rocks or safely make it to the shore.

EDIT
So, I just took a moment to reformat the first post a bit. Added the base stats for paddles, and added battle paddles, double paddles, and double battle paddles. Also added space for the magic paddles to go and for canoe stats. I also fixed the failing mechanic so you just spill/ruin 50% of your cargo when you fail by 6-10. I'm thinking I'll try to find a quite/image to up up at the top, make it nice and pretty.

Mith
2014-08-17, 02:25 PM
For what rapids do in terms of damage and effects on person, my rough guess (based on some river crossings I have done) would be that they would have a disorientation effect, since the water flow will be moving you rapidly. This could be done with a Swim/Survival skill check with a DC 20 for small rapids and 25 for large rapids.

If you have an effect for water damage over time compared to the water resistance of the material, I would say half the amount of time for small rapids, and a quarter time for large rapids due to the flowing water.

As for blunt trauma from rocks, large rapids would cause twice the damage as small rapids due to force of the water, but I have no idea what dice size you want to use. 2d6 with a critical hit knocking the person out? That would make a small rapid 1d6 with the same critical.

EDIT: Also, for more insights on the Voyageurs, the documentary "Quest for the Bay" may be useful. I suggest that because I cannot find a free version that I can view in Canada for a refresher on the series. It is a reenactment of the fur trade route from Lower Fort Gary in Manitoba to the Hudson Bay.

SuperDave
2014-08-18, 04:40 PM
Nono, your version's just fine, math's perfect. Though, you never mention how big the whirlpool is.
I'm referring to my version, which is the one he ended up using in the big post. But since I didn't use a spell to come up with the effect of the item, there's no math to apply, we just have to figure out how powerful the effect is and price based on that.
Hmmm, that is a good point you bring up. Maybe we could say that it works as the spell, but with a much smaller radius, or with a radius that's related to the result of your Swim check to stir the water in the first place?


I also fixed the failing mechanic so you just spill/ruin 50% of your cargo when you fail by 6-10.
I hate to bring this up, but does this 50% figure also take into account how much of your gear just floats away? In fast-moving streams and rapids, you might lose as much as 100% of your cargo, and maybe even the canoe itself, if you fail by a large enough margin.


I'm thinking I'll try to find a quite/image to up up at the top, make it nice and pretty.
If I might make a suggestion, how about The Descent of the Fraser River (http://upload.wikimedia.org/wikipedia/commons/1/10/Descent_of_Fraser_River_1808.jpg)?


For what rapids do in terms of damage and effects on person, my rough guess (based on some river crossings I have done) would be that they would have a disorientation effect, since the water flow will be moving you rapidly. This could be done with a Swim/Survival skill check with a DC 20 for small rapids and 25 for large rapids.

If you have an effect for water damage over time compared to the water resistance of the material, I would say half the amount of time for small rapids, and a quarter time for large rapids due to the flowing water.

As for blunt trauma from rocks, large rapids would cause twice the damage as small rapids due to force of the water, but I have no idea what dice size you want to use. 2d6 with a critical hit knocking the person out? That would make a small rapid 1d6 with the same critical.
The damage sounds reasonable to me, but I'm not great at balancing things, so take that with a grain of salt. There should definitely be a disorientation effect, which requires a Survival check to figure out which way is up, but you don't learn whether you were correct until after you get the result of your Swim check to escape. So you might wind up swimming even deeper by accident.

Debihuman
2014-08-19, 08:36 AM
The price and cost of the Otter paddle is wrong as it is NOT continuous activation. Here's the amended formula

spell level 7 x caster level 17 x 2000 for wondrous item x2 for slotless item /1.67 for 3 uses per day = 268,263 price. Since you need a skill to paddle a canoe in the first place, the cost should be reduced 10%. 268,263-26,826= 241,437 price and rounding down is 241,400 price and cost is 120,700. I think that is far more reasonable. What do you think?

Debby

Admiral Squish
2014-08-19, 01:11 PM
The price and cost of the Otter paddle is wrong as it is NOT continuous activation. Here's the amended formula

spell level 7 x caster level 17 x 2000 for wondrous item x2 for slotless item /1.67 for 3 uses per day = 268,263 price. Since you need a skill to paddle a canoe in the first place, the cost should be reduced 10%. 268,263-26,826= 241,437 price and rounding down is 241,400 price and cost is 120,700. I think that is far more reasonable. What do you think?

Debby

I continue to think vortex is not a valid spell for this situation. Whatever body of water you would want to use it on needs to be like 50 feet deep, which is just not gonna happen on any river I've ever seen.

SuperDave
2014-08-19, 03:14 PM
The price and cost of the Otter paddle is wrong as it is NOT continuous activation. Here's the amended formula

spell level 7 x caster level 17 x 2000 for wondrous item x2 for slotless item /1.67 for 3 uses per day = 268,263 price. Since you need a skill to paddle a canoe in the first place, the cost should be reduced 10%. 268,263-26,826= 241,437 price and rounding down is 241,400 price and cost is 120,700. I think that is far more reasonable. What do you think?

Debby
Sounds reasonable to me, but Squish seems to disagree. Sorry this "price" thing is turning out to be so contentious, guys! :smallredface:


I continue to think vortex is not a valid spell for this situation. Whatever body of water you would want to use it on needs to be like 50 feet deep, which is just not gonna happen on any river I've ever seen.

What if we kept using vortex as the spell required for its construction, but since we're reducing the size of the area-of-effect by ~50%, so maybe we cut the spell level in half, so simulate its reduced effect? It wouldn't follow the rules-as-written, but I think it'd be a useful approximation.

Also, the "3/day" thing is not set in stone, it's just a number I pulled out of the air, and seemed reasonably useful.

In answer to your earlier question about the juxtaposition of friendly otters and a destructive vortex, Debby: it wasn't really so much about a thematic match between otters and whirlpools, as it was that it was the first paddle I thought of. I was canoeing down the Huron River one weekend, when I noticed that my paddle created little "cyclones" in the water. Being a huge nerd, my first thought was "Man, if I were playing a D&D campaign, I'd really want a way to amplify that effect." And so the idea for the very first enchanted paddle was born.

Though now that I think about it, otters are renowned for their speed in the water, and vortexes (vortices?) are very fast-moving water features. Maybe the paddle could be re-fluffed to produce a series of water-spirits in the form of otters, who swim rapidly in a spiral to create a whirlpool. If you think that'd link them in a more thematic way, that is. Then again, that would change it to a conjuration effect, which would be a different spell entirely (one which we'd have to make up), making it even harder to settle on a price. So maybe it's OK as it is.

Is a wondrous item's CL assumed to be the minimum CL necessary to cast the spell(s) it imitates?

Paddle of the Kingfisher: Squish, you mentioned the idea that this one would allow the wielder to ignore cover provided by water when attacking. Were you thinking that it would do this in addition to the aforementioned "see through water" ability", or instead of it?

Paddle of the Salmon: What if we made this one grant the wielder and his canoe freedom of movement (http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement)? The spell description says that it "enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement", which I feel would cover swift current, grapple attempts by underwater monsters, and extremely dense vegetation. (What I'd really like for this paddle to do is allow you to physically propel your canoe to leap up a waterfall, but I feel like that's a totally new spell, which I'm just gonna have to design myself. So this'll do for now.)

Paddle of the Catfish: granting blindsense while underwater makes good sense, I'll admit, but players are only going to spend a few rounds underwater at a time (or ideally, none at all), so the paddle's utility would be severely limited. What if as long as you're within 5 feet of any body of water, it allowed you to sense what's under the water within 100 feet of you (perhaps a minor divination effect?), including monsters, solid objects, swimmers, and even how deep the water is. If we do this, it might overlap a lot with Paddle of the Kingfisher, but then again I never really liked that one as much as the others. I'd be OK with cutting it from the list.

Mith
2014-08-19, 04:42 PM
Paddle of the Catfish: granting blindsense while underwater makes good sense, I'll admit, but players are only going to spend a few rounds underwater at a time (or ideally, none at all), so the paddle's utility would be severely limited. What if as long as you're within 5 feet of any body of water, it allowed you to sense what's under the water within 100 feet of you (perhaps a minor divination effect?), including monsters, solid objects, swimmers, and even how deep the water is. If we do this, it might overlap a lot with Paddle of the Kingfisher, but then again I never really liked that one as much as the others. I'd be OK with cutting it from the list.

I would think it would give blindsense to a body of water the paddle is in contact with, allowing the wielder to sense where objects are in the body of water enough to avoid hazards and find hidden wrecks. The Kingfisher one could be neat if it allows one to ignore cove by water and protection by water and that the paddle could function like a spear to jab at underwater things. So the Kingfisher is an offense paddle, while the catfish makes a easy navigation paddle.

Admiral Squish
2014-08-20, 02:46 PM
Magic Paddles
Honestly, I think it would be easiest if you would be so kind as to allow me to edit them as I move them to the first post. No disrespect to your efforts, I love what you have so far, but I could get them to playable by the end of the day, rather than having the discussion drag out for another week.

Here's something that occurs to me. Since paddles are now written up as weapons, should these be treated as specific magic weapons? Should I just write them as +1 weapons, or make the special qualities into paddle-only enchantments, so they could be applied to different kinds of paddles?

Otter
The thing is, while the item does create a vortex, it is pretty much completely unrelated to the vortex spell at this point. the vortex spell creates a 30 ft wide, 50 ft deep vortex, whereas this one if 5x5. That vortex deals damage to people and boats, this one just keeps them trapped (unless they're in the presence of some other hazard). Vortex is a 7th level spell, while I would hesitate to say this is worth anything more than, say, 2nd or 3rd level.

Kingfisher
As mentioned above, there is no mechanical effect to your see through water ability. The negate-cover ability would be sort of rolled into it.

Salmon
Did you see my proposed version written above?
Freedom of movement would cover the grapple attempts, but I don't think we have any rules regarding heavy seaweed and such, and while freedom of movement allows you to avoid movement-impairing effects, I don't think it protects you from effects that would move you, such as gust of wind or a strong current.

Catfish
It wouldn't be blindsense while YOU were underwater, just the paddle. Basically like mith said, in that you would have blindsense that only works under the surface of whatever body of water the paddle was in contact with.

Rapids

Disorientation
I agree this would probably be the most dangerous part of the rapids, though exactly how it can be described is a challenge.
Should it be a controllable chance, in that you roll some sort of skill, with more experienced individuals being more likely to avoid it, or is it inherently chaotic and should just be a percentage roll of some sort? Maybe it's a reflex save? I think we want to keep it down to one, maybe two rolls a turn, any more than that is getting needlessly complex and slows the game.

Damage
I think that's probably too low, we want something that will potentially seriously damage the canoe.
How about 2d6 damage for shallow rapids, 4d6 for swift rapids, and 6d6 for dangerous rapids. A successful save/check turns the damage into nonlethal damage.

Overall
Hmm. To be full representational, I would say it's a reflex save to reduce the damage to nonlethal, and if you succeed on the check, you can make a str check to hold onto a rock or something. You have to reroll the str check each round to maintain your hold, and can attempt a swim check to move around in the rapids, but if you fail, you're right back into the current where you started.
However, that's three distinct DCs in each entry, and it is a little complicated. I'm not sure how to simplify it, though.

SuperDave
2014-08-22, 01:00 PM
Eh, I guess you can go ahead and finish em off, Squish. I kind of stubbornly wanted to do them all myself, but then I realized that with all the help I've already gotten from you and Debihuman, they're already a collaborative effort. So go ahead and take em. Jus make sure to keep the image, so players have an idea what they look like.

Can I still have credit for their inception, since their inclusion was my idea to begin with?

P.S. the disorientation should be inherently chaotic. I'd go with a percentage roll, because experience can't really protect you from the river's fury, no matter how good a swimmer you are.

Other than that, I think I like your upped damage from rocks better, and the Str check to hang onto a boulder. Everything else looks fine.

Admiral Squish
2014-08-22, 04:37 PM
Okay, I just added a big ol' thing about the effects of being in the rapids, with numbers and everything. Whether those are appropriate numbers remains to be seen, but hey, they're there now. i hope it's not too complicated. But I think I will probably have to come back to it with various 'what ifs' and foolproof it.

And I'm starting to edit the paddles, thank you for your brave sacrifice, dear brother.
I'm still not sure if they should be enchantments that you apply to paddles, like keen, or if they should be unique paddles.
By the way bro, you have any ideas relating to double paddles? I haven't really had time to think on it, but I suspect there are some unique concepts that could be worked with. Maybe a sisiutl paddle with two heads?

SuperDave
2014-08-24, 06:31 PM
Enchantments vs. Unique Objects
I had initially envisioned these as unique objects, but I could also see them as being commonplace permanent enchantments which are added to mundane paddles. I could also see them going by different names in different regions (for example, "Paddle of the Catfish" becomes "Paddle of the Sturgeon" in the Great Lakes region)

Paddle of the Sisiutl
A sisiutl (http://www.giantitp.com/forums/showthread.php?359449-Sisiutl-two-headed-sea-serpent-from-the-Pacific-Northwest-P-E-A-C-H) paddle, eh? Hmm, that's a tricky one. Maybe it grants you the ability to command, calm, or speak with aquatic creatures? Gives you a bonus to handling canoes on oceans and other bodies of salt-water? Bonus to Diplomacy and leadership checks? I don't really think that size-changing or a gaze attack are really appropriate here...

Oh man, I never even considered paddles based on magical beasts! This opens up a whole new frontier in the enchanted watercraft-propellants industry! :smalltongue:

Disorientation
Under "Disorientation" you wrote "25% (20?)". What does the number in parentheses mean? Is that the DC to overcome the disorientation?

Overland Movement
A thought occurs: we really should have some kind of overland travel (http://www.d20pfsrd.com/alignment-description/movement) mechanic to simplify long-distance canoe trips. We should probably include the watercraft equivalents of walking, hustling, and running, any maybe forced march, too. Any modifiers for heavy loads should probably be reduced from whatever they are for overland travel, since it's much easier to move extremely heavy loads by water.

Here's my basic idea for how it would work: you figure out whether you're going upstream or down, how fast the river is moving or how flooded it is, and then make a single Swim check which represents X hours of travel. Once the players reach a hazard, like rapids or a waterfall, they'd have to decide whether they want to portage or shoot the rapids, and then you roll for the result (Is any cargo lost/damaged/wet? Is the canoe damaged, and how badly? Does anyone go overboard and get swept downstream?)

Portaging
Oh, and I guess we should probably also include something about portaging, huh? This article (http://www.paddling.net/guidelines/showArticle.html?159) says "It takes, on average, twenty minutes to portage 1000 meters (2000 yards)," but their math is off: 1000 meters is 1093.61 yards, or 0.6213 miles. By my calculations, the average portage moves at about 1.8639 mph, but as the article points out, "each trail has some painful characteristics: slippery rocks, steep inclines, bug-infested hollows, boot-sucking mud, and wrong turns."

Admiral Squish
2014-08-25, 11:38 AM
Enchantment Vs. Unique
Well, making them unique would make them more rare and more specific. It would also mean I'd have to decide if any given paddle was a regular one or a battle paddle, and what kind of enhancement bonus it would have, if any.
Making them enchantments allows them to be applied to any kind of paddle you can think of, and allows the effects to me more useful over a wider range of levels, since you can upgrade it to keep it around. It does make the items a bit less 'special', though...
I think enchantment is probably for the best, overall. Most of them are probably going to be a flat +X VP deal, since they don't interact with combat all that much.

Magical Beasts
Man, all of those sound like interesting options for a sisiutl paddle.

Yes... Yes... Now that I have planted the seeds, I need only wait for your lovely brain to bear new fruit. Yes... Soon... Muahahaha...

Disorientation
the number in parentheses was because I wasn't quite certain of the chances for being disoriented in a given level of rapids. Debating between 25/50/75 and 20/40/60 progression. I mean, it's hard to quantify just HOW disorienting dangerous rapids would be.

Overland Movement
Hmm...
The system in place could be used to describe overland travel, by just plugging (speed of the river + 5 ft. X Str mod) into the overland travel formulae. However, you do raise a good point, there probably should be some sort of mechanic for walk/hustle/run. And we should definitely indicate some common river speeds, and speeds for fighting the current.

I think you wouldn't really need a check each hour for overland travel purposes. I mean, you don't check once an hour when riding a horse, it should probably be similar to that. DMs would just have to zoom in and start demanding checks in situations where there's something in the way or when you need fancy maneuvers.

Portaging
Probably could put some stuff under the overland travel section, yeah, it would make sense. I don't know if there exist rules that allow multiple people to carry the same load, but they would probably come in handy here. I think the speed of a given portage would depend on how strong the canoeists carrying it are and their respective base speeds.

Mith
2014-08-25, 01:41 PM
Rapid disorientation progression: I would say the harsher rapid disorientation progression is best, since unless you are doing a crossing where you can feel the bottom of the river, you are likely not going to be able to see anything.

As for the carrying capacity, would it work to establish maximum carrying capacity of each vessel, then divide it among the party until everyone has reached their Heavy load. What is left over requires a second trip. Boats and paddles count as one trip.

Admiral Squish
2014-08-25, 04:22 PM
Rapids
I cede to your experience, good sir, the fast progression is implemented.

Overland Canoeing
Okay, time to get to work.
I think perhaps I should break up the canoeing skill, into two or three areas. We'd have regular canoeing, what the DMs would zoom in on when something happened. Overland canoeing, which would be more about how long it takes you to go over long distances, and the kinds of checks necessary to navigate the rivers. The possible third section would discuss modifiers, things that would affect both kinds of canoeing. Basically, I'm thinking an in-game canoeing trip should feel kinda like a documentary about one. The point of view focuses in on the dangerous and thrilling parts, but zooms out in the uneventful bits.

Canoeing
This is a the cool part of the skill, the dangerous stuff. This part talks about avoiding hazards, navigating rapids, going over falls, canoe combat, and such. This is time measured in rounds. How far you move the canoe with each action, how the river moves you, positioning and such.

Overland Canoeing
This would probably break down into a couple categories of rivers, moving across lakes, and moving on the ocean. Time's measured in hours here, and check represent avoiding standard problems. Waves, river bends, shallow spots, hidden rocks.

Modifiers
this part would affect both of the previous bits. It would describe things that can make the journey easier or more difficult. If the river's currently flooded or really dry, weather effects on the canoeist, the kind of load being carried, and such. Anything that's a modifier on the chart now, plus maybe a few other things. Oh, and minus rapids, I think those are gonna have to go back to being regular DCs. After trying some rapids the other day, there's really no way to do anything other than grit your teeth and charge through.

Paddle Enchantments:
I've been very productive today, It seems.
I've posted some rough drafts of the paddle enchantments into the main post, and I'll post 'em again here.

Vortex
Price +20,000 VP?
Aura Moderate Evocation; CL 7th; Weight -
Description
The vortex enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a vortex paddle is decorated with a delicate swirling pattern on the shaft or blade, which may even appear to rotate slowly when watched, faster when a whirlpool is in place.
The wielder of a vortex paddle can use it to stir a body of water and create a whirlpool. As a standard action, the wielder may make a canoeing check to create a whirlpool 5 feet in diameter and 5 feet deep in any adjacent square of liquid. This whirlpool has a DC equal to the result of the wielder抯 canoeing check. The body of liquid must be large enough to contain a whirlpool of this size. This whirlpool lasts for one minute, and stays in the square it was created, regardless of current. If another whirlpool is created while one whirlpool still remains, the old whirlpool immediately dissipates. Any personal watercraft or large or smaller creature (other than the wielder or the wielder抯 canoe) that comes within 5 feet of this whirlpool risks being pulled in. Victims can attempt to resist being pulled in by rolling against the whirlpool抯 DC, creatures rolling swim checks and personal watercraft making canoeing checks. If pulled in, the creature or personal watercraft is trapped in the swirling current, unable to move away. A canoeist that fails the check is subject to the usual effects of failing a canoeing check, and any passengers that fall out are automatically trapped in the vortex. If the vortex is in shallow water (less than 10 feet deep), within 5 feet of some hazard (such as large rocks or trees), or has more than one creature or object trapped inside it, all trapped creatures and objects takes 2d6 points of bludgeoning damage each round at the start of their turn. Creatures may attempt a swim check against the whirlpool抯 DC to reduce this damage to nonlethal. Creatures or canoes trapped in the current may attempt to escape the whirlpool with another swim or canoeing check against the whirlpool抯 DC as a standard action. Successfully escaping the whirlpool places the creature or personal watercraft just outside the whirlpool抯 area of effect, in a space of their choice. Creatures larger than large or water vehicles larger than personal watercraft are not affected by a whirlpool.

Construction Requirements
Craft Magic Arms and Armor, Control Water; Cost 10,000 VP?


So, this is what otter eventually turned into. I ended up rewriting it to include the 'wielder sets DC' idea and make it so I don't have to repeat the rules twice, once referring to creatures and once to canoes. I really don't know how much this is worth, since there's no comparable spell effect, I just went with control water as the requirement because that was the only thing I could think of that could possibly be adapted to this.


Beaver
Price +53,000?
Aura Moderate Evocation; CL 10th; Weight -
Description
The beaver enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a beaver paddle is decorated or crafted to resemble a stylized beaver, with the tail on the paddle. When used, the tail paddle flexes and slaps the water, making sure it connects properly with the surface of the water.
A beaver paddle can be used to slap the surface of a liquid to create a very loud, distinctive sound. The wielder must be adjacent to a body of liquid large enough to slap with the paddle in order to use this effect. The sound created is very loud, able to be heard up to a mile away, and quite distinctive. It can be useful in frightening quarry, signaling distant allies, or even to send messages in morse code.
Additionally, the paddle can be used offensively, concentrating the sound into a burst, either in a 10-foot radius or a 30-foot cone. Creatures in the area take 3d6 points of sonic damage, and may be pushed away as if bull rushed. The wielder makes a combat maneuver check and applies its results to each creature in the area. Their CMB for this bull rush is equal to their swim ranks plus their strength modifier. This bull rush does not provoke an attack of opportunity. This effect cannot penetrate the area of a silence spell or similar magical silence effects.

Construction Requirements
Craft Magic Arms and Armor, Discordant Blast, Creator must be a bard; Cost ?


This one stayed mostly the same, I just made it an at-will, and instead of an automatic push-back I made it a bull rush, like it is in the spell. Not so sure on the pricing on this one, 53000 is about the price indicated by my my calculations (CL 10 x 4th level x 2000 x .66 due to bard-only), but I feel it should probably be discounted significantly due to the fact that you have to be adjacent to a body of water to use it.


Muskrat
Price +30,000?
Aura Faint Enchantment; CL 5; Weight -
Description
The muskrat enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a muskrat paddle is carved or decorated to resemble the webbed foot of a muskrat, the handle marked to resemble fur.
While carrying or wielding a muskrat paddle, the wielder and all their gear is protected from becoming wet. They may even be completely submerged and come out completely dry. This effect protects them and their gear from the effects of contact or submersion in any kind of liquid, be it freezing water, boiling water, acid, or even magma. This does not protect them against acid or other liquid-based attacks, it is only effective against contact and submersion in non-magical substances. The effect does not allow air to circulate, the wielder and any creatures on their person must hold their breath normally to avoid drowning, and any open flames are extinguished. When the wielder is in a personal watercraft, this effect extends to the entire craft, protecting other passengers and cargo as well, though the protection ends if they leave or fall out of the vehicle, or if the wielder leaves or falls out.

Construction Requirements
Craft Magic Arms and Armor, Protection from Energy; Cost ?


This one got a major upgrade in the reworking, to make it protect from all kinds of liquids, not just cold water and ice. Dropped the hold breath to focus the item on the liquid-repellent properties. I used protection from energy for the base, but since it doesn't protect from acid or liquid attacks, I hacked off a big chunk of the price. Not sure if I chopped accurately.


Kingfisher
Price +1
Aura Faint Enchantment; CL 7th; Weight
Description
The kingfisher enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. Typically, a kingfisher paddle will be decorated or carved to resemble the feathers or pattern of a kingfisher. Most often, it is applied to a battle paddle.
A kingfisher paddle allows its wielder to see and strike through the water as though it weren抰 there. The wielder of a kingfisher paddle can perceive the surface of the water, but see through it as though it were glass, with no reflections or refraction to conceal what抯 below it. The surface of the water does not provide cover against the wielder of a kingfisher paddle. Underwater creatures cannot use stealth to hide from the wielder unless some other form of cover or concealment is available, such as muddy water or thick aquatic plants. Attacks with a kingfisher paddle slice through water as easily as air, and take no penalty to attack or damage rolls while underwater. Creatures that are partially or wholly submerged are not considered to have any form of cover against the wielder.

Construction Requirements
Craft Magic Arms and Armor, Freedom of Movement; Cost +1


This one seemed to go relatively smoothly. Mostly because I didn't have to come up with a price. I figure it's directly related to combat enough that it's worth an effective enhancement bonus.


Catfish
Price +10,000 VP
Aura Faint Transmutation; CL ?; Weight -
Description
The catfish enchantment can only be applied to a paddle, battle paddle, double paddle, or double battle paddle. A catfish paddle may be designed to resemble a catfish, but it could also be stylized to resemble any aquatic creature with blindsight or blindsense, and the creature in question varies from region to region. The paddle typically has carved or painted-on barbels, antennae, or whiskers around the edge of the blade, which may emerge from the surface to float freely while underwater.
The wielder of a catfish paddle has greater ability to sense the waters around their craft. As long as the catfish paddle is in contact with a body of liquid, the wielder can perceive what happens within it as though they possessed blindsense out to 30 feet. This blindsense only functions within the body of liquid the paddle is touching, and does not extend beyond the liquid抯 surface, or to to any other bodies of water within range. The blindsense allows you to perceive hidden rocks, how deep the water is (should the bottom be within range) and so on, granting you a +5 bonus to maneuver canoe checks made to avoid a hazard.

Construction Requirements
Craft Magic Arms and Armor, ?; Cost +5000 VP


This one was odd. The closest spell I could find was echolocation, but that granted blindsight 40. So, I halved it to reduce from blindsight to blindsense, and halved it again since it only applies to bodies of liquid the paddle is touching. And hacked off a bit extra to take it from 40 to 30. The number is very rough, but seems alright in my mind.

I'm gonna hold off on salmon until I've got the overland canoeing rules solid.

Admiral Squish
2014-09-12, 02:05 PM
Come on, no commentary at all? I think they're pretty cool...

I regretfully report I haven't made much progress on splitting up the rules into overland/detailed/modifiers, I've been really trying to get some of these classes and races done, and I'm not making all too much progress. It would be helpful if somebody would be so kind as to weigh in on the idea of splitting it up, or at least reviewing the paddle-enchantments.

Mith
2014-09-12, 02:34 PM
I honestly missed that you had posted in here. My review is that it seems pretty good, I cannot comment on the pricing or functionality. I think it is good.

I know this is a bit game breaking, but do you think inspiration from this story for a race-against-the clock adventure with the Chasse-galerie (http://en.wikipedia.org/wiki/Chasse-galerie)

Admiral Squish
2014-09-12, 03:21 PM
I honestly missed that you had posted in here. My review is that it seems pretty good, I cannot comment on the pricing or functionality. I think it is good.

I know this is a bit game breaking, but do you think inspiration from this story for a race-against-the clock adventure with the Chasse-galerie (http://en.wikipedia.org/wiki/Chasse-galerie)

I'm glad you like what you see, at least.

The Chasse-galerie seems like a pretty cool story! I could see some sort of side-adventure coming out of it. As long as the ability to fly would be under the DM's control, I think it would work, but the players certainly shouldn't have unfettered access to it.

Mith
2014-09-12, 04:10 PM
I was thinking a one time use, sort of like a pact that can only be done on a certain night that coincides with the showdown of the adventure. So maybe instead of this story exactly, it could be to out paddle the Wild Hunt or something like that. I like the idea of a one night flying canoe story.

Debihuman
2014-09-13, 06:19 AM
Darn, just finished updating the earlier versions of your magic paddles. Here are the last ones I worked on. Blindsight spell can be found in Magic of Faer鹡, p. 82).


Paddle of the Salmon
Aura moderate enchantment; CL 7th
Slot none; Price 85,100 gp; Weight 4 lbs.
Description: The blade of this red cedar wood canoe paddle is carved with the likeness of a salmon and painted in bright red, vibrant green, and speckled along its length with black spots. When used to paddle a canoe, it allows the user to negate movement penalties from swift current and leap up waterfalls 1/day.
Construction Requirements: Craft Wondrous Item, freedom of movement, jump; Cost 42,550 gp


Paddle of the Kingfisher
Aura faint enchantment; CL 3rd
Slot none; Price 24,000 gp; Weight 4 lbs.
Description: As long as a character has this paddle on their person, they take no penalty to see things below the surface of any body of water, including ice. This effect does not grant darkvision, or the ability to see through silt or dense aquatic vegetation; it merely removes glare and cancels out the optical refraction of water, allowing a character to see and aim at underwater creatures as if they were looking at them through air alone. The character can still see the water, and tell where its surface is; this effect simply negates the natural 揵ending of light that passes through the water and into the character抯 eyes.
Construction Requirements: Craft Wondrous Item, see invisible; Cost 12,000 gp

Paddle of the Catfish
Aura faint transmutation; CL 5th
Slot none; Price 30,000 gp; Weight 5 lbs.
Description: This cypress paddle is carved with the likeness of a catfish, with the "eyes" on either edge of the blade, and the mouth and barbels ("whiskers") on the underside.

The wielder of a catfish paddle has greater ability to sense the waters around their craft. As long as the catfish paddle is in contact with a body of liquid, the wielder can perceive what happens within it as though they possessed blindsense out to 30 feet. This blindsense only functions within the body of liquid the paddle is touching, and does not extend beyond the liquid抯 surface, or to any other bodies of water within range. The blindsense allows you to perceive hidden rocks, how deep the water is (should the bottom be within range) and so on, granting you a +5 bonus to maneuver canoe checks made to avoid a hazard.
Construction Requirements: Craft Wondrous Item, and blindsight; Cost 15,000 gp

SuperDave
2015-02-19, 04:22 PM
So I showed this system to a friend of mine who has some firsthand experience with whitewater rafting, and he says were making canoeing WAY harder and more dangerous than it needs to be.

In real life, he says, rapids don't really become dangerous until they're pretty intense the biggest danger they pose isn't being dashed against the rocks, but hitting your head as you fall in. Even falling out isn't a big problem in and of itself, sincw you'll float downstream at the same speed as the canoe, and can just have a buddy pull you back in, or climb back in once you're out of the rapids.

He also says that canoes are actually pretty durable: even birch-bark would have a Hardness of at least 5, like normal wood, and dugouts would have two or three times as many HP as birch-barks.

Apparently, the only way for you to seriously damage a canoe in rapids is to strike a big rock side-on, right in the centerpoint of your (heavily laden) vessel. The physics of the water flowing around the rock means that pretty much anything other than a direct side-on collision will just glance off the rock, though this can be disorienting, and might spin you around a bit.

Canoeing definitely does take some getting used to, but think about it: you and I have only been canoeing a few times in our lives, and we've turned our canoe around midstream without ever coming close to tipping or overturning. By these rules, even basic maneuvering like that comes with a substantial risk of overturning

Admiral Squish
2015-02-19, 06:04 PM
Hmm. Problematic...

Well, it seems the first point of difficulty would be rapids. We'll definitely have to tone them down.
Let's say....

Rapids StrengthDisorientationDamageReflexSwim DC
Shallow-1d61015
Swift25%2d61520
Dangerous50%4d62030

I don't think we can remove the damage from the rapids entirely, since there is that chance of getting hit the wrong way, either by falling out or by taking a pointy rock somewhere important, but we can tone it down and make it easier to avoid.

As to the difficulty of maneuvers, I suppose you have a point. On the other hand, we did get stuck and have to drag the canoes over like 100 yards of gravel thanks to your detour, and there have been a couple points where we got stuck on rocks or similar. And let's be fair, it was a pretty low-key river.
Still. I suppose we could reduce the DCs. What about a -5/-10 across the board, leaving the modifiers alone? That would keep the DCs more reasonable, I think.

Now that I'm thinking about this topic, though, I'm thinking I might want to change the way the movement works. Figure out a way to word it so everything on the water moves at the same time.
Like, the water has initiative 0. On the river's initiative, everything on it moves at the current's speed in the direction of the current. A full-round action spent paddlin can move you up to 10 ft x str mod, some of which can be used to counter the river's movement, but you don't move until the river's initiative.
So, say you've got a current speed of 20 feet, and two paddlers with str of +2. One paddler could spend their movement negating the current's movement, and the other could use their to move 20 feet to one side. Or you could move 40 feet to one side and 20 feet in the direction of the current, if you don't fight it. Or 60 feet downstream.

Coidzor
2015-02-21, 04:01 AM
I went over the main thread to see if you'd eliminated Aid Another here. As you seem not to have, I must ask, why is the secondary canoeist required to make a check to stay in the canoe but not the primary canoeist, if they manage to take the canoe down a waterfall together successfully?

Why is it as difficult for passengers to stay in a canoe that successfully goes over a waterfall without upsetting any cargo whatsoever as it is for them to stay in a canoe that has almost completely tipped over and has lost cargo to boot?

Admiral Squish
2015-02-21, 08:43 AM
I... Hmm. You raise good points.

Looking over the waterfall bits, I think the point was that since the canoeist is making the check, and it's a strength-based check, one would assume the paddler to be bracing themselves in place as they make their move over the falls. Still, I suppose it would only be fair to make everyone check.
I hadn't thought of the possibility of losing cargo while going over falls. Perhaps attempting to traverse falls should be a desperation move, automatically costing some cargo.
I could definitely raise the check DC for the falls, or lower the DC to stay in on a tip-over.

Admiral Squish
2015-02-21, 02:11 PM
Well, in a fit of manic energy, I basically rewrote the entire canoeing skill in one morning. I think I simplified and streamlined a lot of stuff.

A brief list of some changes:

changed how you move on the water, so everything moves in relation to each other at the same time, and the river moves everything at the start of each turn.
Removed the penalty for failing a check by <5, and the automatic 'you're screwed' failure category, too.
Condensed traversing waterfalls into one entry, with a DC of 10+waterfall's height, so a 1-foot waterfall isn't impossible for those without the feat.
Condensed the rapids DC mods into 'swift currents', which make it a little more versatile, especially on the upper end.
Removed the right turn/reverse direction DCs.
Removed traversing lakes/oceans DCs.
Added a long-distance travel check, DC 0+mods, to represent traveling over long distances. It's even got 'walk' and 'hustle' options.
Did a little research and messed around with rapids, breaking them up into six categories, ranging from 'everyone can do this' to 'FOR THE LOVE OF GOD WHY', removed the disorientation chance in favor of a staggered-esque effect, and gave two DCs, one for canoes, and one for swimming/grabbing an anchor point.

Mith
2015-02-21, 06:17 PM
There appears to be something wrong with the table formatting of the Rapids table. Category I is off to the side.

Admiral Squish
2015-02-21, 08:46 PM
There appears to be something wrong with the table formatting of the Rapids table. Category I is off to the side.

Aww, hell, that's what happens when I make tables by hand...
Fixed.

Debihuman
2015-02-23, 03:30 AM
I noticed we didn't have the stats for a canoe so I modified Pathfinder's Rowboat stats for this. Canoes typically don't do ramming damage, but it's not unreasonable so I changed it from the rowboat's 1d8 to 1d4. Lemme know what you think. Since normal oars cost 2 gp, paddles should too (don't yet know your monetary system). Is the driver space the back or middle? Rowboats are middle but I wasn't sure of canoes. A rowboat can carry 1,000 lbs. Can canoes carry that much weight?

Canoe
Large water vehicle
Squares 3 (5 ft. by 15 ft.); Cost 50 gp [paddles are 2 gp each]

DEFENSE
AC 9; Hardness 5
hp 60 (29)
Base Save +0

OFFENSE
Maximum Speed* 30 ft.; Acceleration 10 ft.
CMB +1; CMD 11
Ramming Damage 1d4

DESCRIPTION
A canoe is a lightweight narrow boat, typically pointed at both ends and open on top, propelled by one or more seated or kneeling paddlers facing the direction of travel using a single-bladed paddle. Canoes are used for racing, whitewater canoeing, touring, and camping. A canoe can carry 1,000 pounds of cargo or 2 passengers.
Propulsion current (water) or muscle (pushed; 1 or 2 Medium rowers; one is the driver)
Driving Check Swim
Forward Facing boat's forward
Driving Device paddles
Driving Space the center square of the canoe
Decks 1

*If no current, otherwise use current speed.
Debby

Mith
2015-02-23, 10:51 AM
The driver is at the rear of the canoe, although both canoeists are needed for some maneuvers such as turning.

Admiral Squish
2015-02-23, 04:19 PM
Thanks! I was just meaning to start on watercraft, this is definitely helpful!
I don't know if the base thing for vehicles works with these watercraft, though. Or at least with the rules as I have them. Mostly, the problem is the acceleration and maximum speed, which relate poorly to the things I developed up there. Though, I suppose I could simplify by just going with standard boat rules. Or maybe just go with standard boat rules and say strong paddlers increase the max speed of the watercraft.

Should paddlers add their strength to the ram, maybe?

I do believe I can work this simple template into a variety of basic watercraft, though. Very helpful, milady.


Dugout Canoe
DESCRIPTION
Large Personal Watercraft
Squares 3 (5 ft. by 15 ft.); Cost 50 VP [paddles are 2 VP each]
A dugout canoe is a lightweight, narrow boat, typically pointed at both ends and open on top, propelled by two or more seated or kneeling paddlers facing the direction of travel using a single-bladed paddle. Dugout canoes are constructed from a single piece of wood, making them surprisingly solid vehicles. Dugout canoes are used for racing, whitewater canoeing, touring, and camping.

DEFENSE
AC 9; Hardness 5
hp 80 (40)
Base Save +0

OFFENSE
Maximum Speed* 30 ft.; Acceleration 10 ft.
CMB +1; CMD 11
Ramming Damage 1d4

DRIVE
Propulsion current (water) or muscle (pushed; 2 or 3 Medium rowers; one is the driver)
Driving Check Swim (Canoeing)
Forward Facing boat's forward
Driving Device paddles
Driving Space the rear square of the canoe
Decks 1
Cargo 1000 lbs, including creatures. A dugout canoe can carry up to three medium creatures, as either crew or passengers

*If no current, otherwise use current speed.

Debihuman
2015-02-24, 12:21 PM
Thanks! I was just meaning to start on watercraft, this is definitely helpful! Glad to be of at least a little help. Your dugout canoe looks great.

Debby

Admiral Squish
2015-02-24, 06:24 PM
What if the max speed/acceleration were based on the number of paddlers? Like, each paddler adds 5 ft to acceleration and 15 ft to max speed.

Coidzor
2015-02-25, 01:27 AM
What if the max speed/acceleration were based on the number of paddlers? Like, each paddler adds 5 ft to acceleration and 15 ft to max speed.

Seems fine to me. Your canoeing rules only allow for 2 paddlers anyway, though I should probably look at the revision to make sure that's still the case.

Debihuman
2015-02-25, 04:34 AM
What if the max speed/acceleration were based on the number of paddlers? Like, each paddler adds 5 ft to acceleration and 15 ft to max speed.

That's already incorporated by acceleration. Also, I don't think a canoe can hold more equipment than a rowboat. Can the canoe hold 1,000 lbs. of cargo AND 4 passengers? That's an awful lot in one canoe, considering you have two paddlers too. I don't think the canoe is large enough to hold 6 people and 1,000 lbs. in a 5-foot by 15-foot space, especially since a rowboat that size can only 4 people OR 2 with 1,000 lbs. of gear.

Debby

SuperDave
2015-02-25, 11:38 PM
60 HP seems like an awfully large pool of hit points, to me. At average damage of 3.5 points per failed roll on a Category II rapids, you'd have to fail almost 20 times before you were in danger of breaking your canoe.

Debihuman
2015-02-26, 10:48 AM
I used the stats of a rowboat, which has 60 hp. The dugout canoe now has 80. I'm am not really familiar with canoes so I'll leave these details to those in the know.

Knaight
2015-02-26, 11:23 AM
I used the stats of a rowboat, which has 60 hp. The dugout canoe now has 80. I'm am not really familiar with canoes so I'll leave these details to those in the know.

There's a case to be made in either direction, honestly. Rowboats are often larger, so maybe they should have more HP. Dugout canoes are made from a single solid piece of wood though, which makes them more resilient, so maybe they should have more HP. Then it gets into the matter of what HP 0 even means - completely wrecked, or just damaged enough that it's not going to float? If it's the latter, it should take way less than 60 hp damage - a couple of punctures in the bottom will do the trick nicely, though that can be repaired. If it's the former, 60 hp is entirely reasonable.

Debihuman
2015-02-26, 12:57 PM
Rules for vehicles state this:


hp: While a vehicle can be attacked in combat, it is often hard to significantly damage large vehicles. When a vehicle reaches the hit point total in the parentheses, it is broken. A vehicle抯 hit points do not factor in its method of propulsion or the driving device. They have their own statistics.
A canoe breaks at 29 hp and the dugout canoe breaks at 40. One of the problems we seem to have is lack of familiarity with the current rules (not a surprise considering how many there are!)

The question then is how much can you carry in a standard canoe vs. a dugout canoe? Are the sizes correct. It seems that the dugout canoe should be longer than 15 feet. Dugout canoes can be the size of an entire tree! I doubt there would be may of them in a Crossroads campaign but a raiding party might use a larger dugout canoe for that purpose.

See here for the rowboat stats: http://www.d20pfsrd.com/equipment---final/vehicles/water-vehicles/rowboat
Debby

Admiral Squish
2015-02-26, 03:30 PM
Speed
I can't really leave the canoe speed entirely alone, though. At it stands, it would be impossible for a canoe to make any progress upstream on an average rive, even at full speed with a full team paddling.
I don't remember anything about only allowing two paddlers...

Carrying Capacity
Sources differ on the total carrying capacity of canoes, but the best source I can find seems to indicate that you can safely carry about 1000 pounds total in a canoe somewhere between 12 and 17 feet long. I originally set it higher because the rowboat seem to indicate that you include the weight of the passengers or crew in the total cargo.
Also, there are a wide variety of canoe sizes, some very long, but I think most were in the 12-20 foot range. Maybe I'll make the base model 20 feet to be on the safe side. Of course, then you have the pacific northwest, with dugouts made from redwoods that are just crazy-big. However, I'm not counting 50-foot dugouts as personal watercraft, because really, no one paddler has significant control.

HP
I bumped the HP up due to the solid construction, but Superdave makes a point, little risk makes for little thrill. I think I'll knock it back down to 60 (30). A dugout is probably the most sturdy kind, too, so birch-bark, leather, and other kinds of canoe will probably be more fragile.

Okay, when the ship takes damage equal to the number in parenthesis, the canoe gains the broken condition. According to the broken condition on the d20pfsrd, a broken ship takes a -2 to AC, sailing checks, saving throws, and combat maneuver checks. In addition, its maximum speed is halved, and it can't 'gain the upper hand'. However, all this is from skulls and shackles, and I try not to use non-core stuff if I can avoid it. So, I'm suddenly stuck.
At 0 HP the ship gains the sinking condition, and that's from the game-master's guide. It cannot move or attack, and sinks completely 10 rounds after it gains the sinking condition. If attacked, every 25 points of damage reduces the remaining time until it fully sinks by 1 round. Magical repairs can remove the sinking condition by raising its HP above 0.

It seems I'll probably end up having to rewrite at least some, if not most, of the rules to relate them to personal watercraft properly...

Debihuman
2015-02-26, 06:11 PM
I think using non-core stuff is perfectly valid, especially when it is open content. The key thing is attributing credit, which we should be doing in any case. That said, I think perhaps there should be statistic blocks for 4 person dugout canoes (minimum 2 people need to paddle) and raiding party dugout canes. BTW, if you can't make headway in the water, there's always portaging the canoe. It's a pain but that's how it goes.

Debby

SuperDave
2015-02-28, 09:38 AM
Here's my proposal for basic canoe stats, based on the limited research I've done:

Canoes

NameCostWeightMax. CapacityRepair DCConstruction DCSpecial
birch-bark10 VP50 lbs.1,000 lbs.1015-
dugout5 VP500 lbs.500 lbs.1510provides partial cover against projectiles
reed?25 lbs.???flammable


Edit: The stats above represent 15-foot vessels, long enough for three or four Medium creatures to share comfortably, with some room left over for cargo.

Edit 2: I feel that this thread cries out for a fitting image and a stirring epigram. May I be so bold as to suggest something?


http://upload.wikimedia.org/wikipedia/commons/4/42/Shooting_the_Rapids_1879.jpg

"I yearned for the spring thaws when the rivers opened. We sang while we paddled to pass the time and keep rhythm. Fifty songs a day were nothing to me, as we devoured the leagues. No hardship, no weather, ever stopped the paddle or the song. I could paddle, walk and sing with any man I met. I carried twice my weight in trade goods when we portaged, and when I carried the canoe, my end never touched the ground."

~ Erik Menge, A Life So Free (http://www.snowbynight.com/pages/ch7/v1.php)

Admiral Squish
2015-03-06, 04:16 PM
Hmm... I suppose non-core PF stuff is probably alright, but I do want to keep it to a minimum if at all possible. I'll have to read up on how skulls and shackles handles ship stuff, too...
I could imagine making 15- and 20- foot versions of the dugout and the birch-bark, but as it stands, it's already a minimum 2 paddlers.
Yes, you can portage a canoe if you can't make headway, but what I found seems to indicate an average river is fast enough to make any upriver travel completely impossible for a basic dugout canoe, as it stands. And since that's clearly not the case, I'm gonna need to change the canoes somehow to up the maximum speed.

Interesting take on canoe stats. I think the max capacity on the dugout's REALLY low, though. 500 pounds is barely enough for three people and their personal gear, with no room left over for cargo.
I'm not sure if we actually need craft/repair DCs. We could probably just handle it with normal craft checks to make/repair.

That is a pretty cool pic/epigram, though, I'll definitely put those up.