Grim Reaper

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Organized Play Member. 94 posts. 1 review. No lists. No wishlists. 9 Organized Play characters.


Liberty's Edge

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I think the rules below hold up...
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From Ssalarn:

1) I see no reason a person can't jump into the air with the appropriate acrobatics check and attack a target.

2) If you do not have Spring Attack, you cannot attack and continue your movement, so, if you don't have Spring Attack, your jump must terminate in the air in a space adjacent to your opponent (this can be 3D adjacent, so it could be the square directly below them, diagonally below them, etc.) make your attack, and then commence falling forcing you to make the appropriate acrobatics check for the distance fallen to avoid taking damage and landing prone.

3) If you do have Spring Attack, you may make a single Acrobatics check to jump as part of a move, strike your enemy in the middle of said move, and then continue your arc to safely land in a square of your choice within your available movement range without having to make a second Acrobatics check.

4) Falling from an adjacent square does not cost you movement, as you are not expending any particular effort to propel yourself, but it does count as deliberately falling since you chose to end your movement in an illegal square (i.e. in the air)

5) Since you are leaving a threatened square when you fall, if you do not have Spring Attack, which specifically prevents the attack of opportunity you might provoke from your target, you may provoke an AoO from your target when you leave the threatened square you attacked from.

From stjstone:

I would only add to 5) that when you provoke an AoO from falling that you would at that time be flat-footed.

Also a note on falling:

"If you want to jump up into the air to stab a flying creature or someone on a ledge or whatever... you take a move action to jump up, a standard action to stab, and then falling back down is free. You take the falling damage on your turn after you move and attack." James Jacobs

Liberty's Edge

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Maerimydra wrote:
graywulfe wrote:
Ssalarn wrote:
graywulfe wrote:

Okay, to the people saying that the individual would fall immediately after movement ended, I have a question. How would you rule the following situation?

Player Q is on a rooftop, Q has a 30 ft movement rate. Q needs to jump a 30ft gap. Q is 50ft from the ledge. Q opts to double move, this gives Q 60ft of total movement for the round. Q moves to the ledge and jumps. Q makes his Acrobatics check and achieves a roll of 50. This means Q has succeeded at the requisite Acrobatics check and therefore has successfully jumped the gap. However Q only has enough movement to make it 10 ft into the gap this round. Would you rule:

A. Q's movement ends with Q midair and next round his first action must be movement that has Q complete the jump, landing on the other side of the gap.

B. Q's movement ends with Q in midair and he immediately plummets straight down.

C. regardless of remaining move Q's movement ends with Q on the other side of the gap

Q's jump cannot exceed his available movement, so he falls from the rooftops if he attempts to jump without enough movement left.

From the PRD:
"No jump can allow you to exceed your maximum movement for the round."

That produces a Wile E Coyote image for me. Common Sense would indicate that that is not the intent of that line in the rules. At least from my point of view.

In character, at the end of your turn, you don't wait numerous iterations of 6 seconds as every other participant of the combat does their actions. In character, at the end of your turn, you immediately begin your next turn. The rule you are quoting is there to prevent option C from being the result. Option A is the only remotely realistic result. To me, options B and C are not just wrong they are ridiculous interpretations.

Option A seems like the better, more realistic option at first glance, and it would probably be the one that I would use in my own game as a GM. However, it his...

So what you are saying that if I were a jump master and I could easily jump 15’ vertically and I had 40’ of movement.

I could then make a range attack (standard action round 1) move 25’ & jump 15’ high (Completing round 1's move action). At that point my standard action and move action are complete and I would hang in the air out of reach from medium sized melee. Then round 2 I could land completing last rounds 15’ of movement move 10’ Jump again 15’ high (completing my move action for round 2) and attack from 15’ in the air. So unless people readied like you said, I would be immune to medium sized melee attacks. – unless a melee attacker could jump…

Rinse and repeat land - run - jump & attack through out the battle.

I don’t know if I like that… Would that fly in Society play?

Liberty's Edge

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I'm board so I did some compairing...

Below are four heavy warhorses that are non official except for the 3ed one which is Paizo's Heavy Warhorse. I have placed all four here so you can see where each hose started and what I did. Looking at the four horses, Paizo's heavy warhorse plus one racial hit dice looks a lot like if you Paizoed the 3.5e version of a heavy warhorse (#2 vs #4). Granted it's not perfect, but the AC, attack, HP and damage are close...

1) Warhorse, Heavy (3.5e)
2) Warhorse, Heavy (3.5e - Paizoed) (Converted to Pathfinder RPG)
3) Paizo's Heavy Warhorse (official)
4) Paizo + 1HD Heavy Warhorse (adding one racial hit dice to the official version)

1) Warhorse, Heavy (3.5e)
N Large animal
Init +1; Low-light vision, scent; Listen +5, Spot +4
DEFENSE
AC 14, touch 10, flat-footed 13 (–1 size, +1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 50 ft.
Meele 2 hooves +6 melee (1d6+4) and bite +1 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Base Attack/Grapple: +3/+11
Feats Endurance, Run
Skills: Listen +5, Spot +4
_______________________________________________________________________
2) Warhorse, Heavy (3.5e - Paizoed)
N Large Animal
Init +1; Low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (–1 size, +1 Dex, +4 natural)
hp 34 (4d8+12 +4 for toughness)
Fort +7, Ref +5, Will +2
OFFENSE
Speed: 50 ft.
Meele 2 hooves +6 melee (1d6+4) and bite +1 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +7; CMD 21 (23 vs. trip)
Feats: Endurance, Toughness(new), Run(bonus)
Skills: Perception +8
_______________________________________________________________________
3) Paizo's Heavy Warhorse (Official)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee 2 hooves +5 (1d6+5), bite +0 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (23 vs. trip)
Feats Endurance, Run (bonus)
Skills Perception +8
_______________________________________________________________________
4) Paizo + 1HD Heavy Warhorse
N Large animal
Init +4; Senses low-light vision, scent; Perception +6
DEFENSE
AC 13, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 33 (3d8 + 15 + 4 for toughness)
Fort +8, Ref +7, Will +4
OFFENSE
Speed 50 ft.
Melee 2 hooves +6 (1d6+5), bite +1 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +2; CMB +8; CMD 22 (24 vs. trip)
Feats Endurance, Toughness, Run (bonus)
Skills Perception +9