CMB or strength checks? Which would you use?


Advice


Here's the scenario I am writing out.
The party is going to enter a small ravine cut into the side of a cliff by the sea. They will enter at the base of the ravine just above the water line. Across the way, 5' above the water is a ledge with another tunnel. The surf is surging in and out with the waves.
The cliffs rise roughly 25' above and are slick with sea spray So I am assuming the party will try to cross the water.
I'm trying to decide which would be better. Should pcs make strength checks to cross the water to avoid being tripped and then bull rushed by the surging waves. Or should I give the waves a CMB and pit that against the pc's CMD.
thoughts?
On one hand they get to make the rolls themselves. on the other I would be as the "Attacking" waves.

As a follow up I'm curious what sort of xp would you award for this if you did.


Treat it like a trap. It triggers whenever the PCs are in a certain area. It makes 2 checks at a flat CMB of whatever you decree, and resolves normally. A character with some ranks in Knowledge (nature) or your traditional Perception might note this trap at a distance ("guys, the tidal surge in a place like this is pretty strong, we need to be careful as we move around, especially near places like cave openings"). XP as appropriate for the trap.


How about swim checks vs. rough or stormy water? I don't know what level they are, so they might try sending the best swimmer over first, then have him pull others through with a rope before they drown, if they fail their checks.


Benicio Del Espada wrote:

How about swim checks vs. rough or stormy water? I don't know what level they are, so they might try sending the best swimmer over first, then have him pull others through with a rope before they drown, if they fail their checks.

Well i'm intending for the water to be shallow, as in surging between a foot and 3 feet deep. So the real danger is getting tripped and then battered against the rocks.

The party is 2nd level. So I was leaning towards DC-15 strength checks if I went that route.

Essentially I was going to treat it as difficult terrain so movement would be halved. For each turn you end in the surf you would have to make the check (or suffer the attack if I do it that way)
It should only take 2-3 rounds to get across the way I have it mapped out I think. Though getting tripped and bull rushed about will increase that.

Lathiira, the party has a ranger who usually takes the lead so the knowledge check sounds like a good plan :)


I'm going with the strength checks. I would rather the pcs make the rolls then me just attacking them. Each round you end in the surf you must make a DC-15 str check or be tripped.
Every 5 points you fail the roll by pushes you 5' and inflicts 1d4 blunt damage as you tumble along the rocks. 50-50 you get pushed further in or sucked out towards the sea. Reflex save DC-10 to regain your footing.

thoughts on the CR?


Now that I get it a little better, that sounds fine. CR 2, off the top of my head.


Balance (Acrobatics) checks for the rough water to not tumble over, similar to the grease spell. Difficult terrain no matter what. Set the DC at around 12 Reflex.


Turin the Mad wrote:
Balance (Acrobatics) checks for the rough water to not tumble over, similar to the grease spell. Difficult terrain no matter what. Set the DC at around 12 Reflex.

hmmm DC-12 to regain footing. okay I can see that, seems to make it more solidly a CR 2 as well.

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