| Blodox |
I want to stay as low to the ground as possible when I fly, and not get hit by melee attacks. If I'm in an adjacent square and 5 feet up, I can be attacked because my feet are basically level with the enemy's head. But if I'm 10 feet up, would he still be able to reach me?
In our last game the answer was yes, because if you add in the length of his arm and the length of the scimitar. You will be able to reach, with an acrobatics check to jump up 2 feet (I think it was that high).
| Captain Moonscar |
In order to attack Mid Jump he would need spring attack. Technically.
And if you were 10ft away he would need to jump at least 5ft high to reach you even IF he could jump and attack. The lenght of his arm and sword are factered into his 5ft reach. (Adjecent Squares) DC to jump 5ft high is 40 (20 x2 w/o running start) and when he fell would provoke an AoO from you when he left your adjecent square.
If you have trouble visualizing it place your mini's on the map and look at the grid from the side.
. . Y
. . .
. E .
Y= you E= enemy. See?
-Flash
Edit: grid adjustment
Nephril
|
a characters figuring takes up a 5 foot square. when thinking 3d your medium humanoid takes up a 5 foot cube. a large takes a 10 foot cube and so on. figure there reach into it a medium creature threatens up to one square above him so 10 feet high. your character height has nothing to do with it just his size. you threaten a 5 foot radius. 5 foot up down sideways is still 5 foot from your square. otherwise a tall half orc could threaten more area than a short halfling giving an even larger mechanical advantage
| Richard Leonhart |
I believe what ultimate Gabe is trying to say is that most of us are taller than their width. So as the rules to not specify up-reach, the GM could houserule that you can reach a little bit higher, or make acrobatic DC to jump lower. These are houserules, but the 5ft cube seems to be a houserule as well.
Anyway don't forget someone jumping with a reach weapon, and what if you have a bigger creature?
Just tell your GM "I want to fly so that no creature I can see, can reach me with their melee weapons I can see", that should help enough.
| Adamantine Dragon |
Blodox, the game rules lack any sort of comprehensive treatment of three dimensional combat (or even movement, really). What little exists in the rules about movement in the third dimension is sketchy, inconclusive and sometimes contradictory.
Any talk about "shoulder height" and "length of arm" or "height of character" is totally arbitrary and open to any sort of interpretation you want. If you and your GM can work out 3D tactics based on character size, morphology, weapon length, reach, jump height, whatever, then more power to you. You might want to put that into a formal structure and publish it as a "3D combat rules supplement for Pathfinder". You might sell quite a few copies.
The way I do it is to extend the two dimensional rules into three dimensions. Using that model, ground level would be vertical square zero and would range from zero to five feet in height. Vertical square 1 would range from five feet to ten feet high and would be considered "adjacent" to vertical square 0. Two medium combatants using normal reach weapons (such as a longsword) would be able to attack each other just as if they were standing adjacent to each other at ground level, EXCEPT that the combatant above the other would have a +1 to his attack for having higher ground.
Vertical square 3 would be from ten feet to fifteen feet. Combatants at ground level and vertical square 3 would need 10' reach weapons to engage in melee, or to react with an opportunity attack against the other.
Spell distances would be calculated the same way.
A character could jump five feet high to attempt to attack a character out of their reach, but that's going to be a GM decision on how to resolve the attempt. Regardless, if the jump is successful, then the jumping character would be vulnerable to an opportunity attack when he left the adjacent vertical square of his opponent to fall back to the ground.
Corner squares would count for adjacent squares just as they do at ground level, so for a character at ground level there would be nine squares above him that would be within his reach, and a combatant in any of those nine squares would be considered adjacent.
This has worked just fine for us and dovetails perfectly into rules for cover, concealment, and most other combat situations. Plus it's pretty easy to grasp.
One of the most difficult things to figure out when engaged in 3D combat like this is what happens with spell areas of effects such as cones or lines. It would be nice for Paizo to just come up with a series of 3D area of effect templates to settle that for GMs and players.
Nephril
|
House rules are not the answer. U could always jump up as a move and attack then fall for free. Us have to jump 5 feet to threaten the next square. Just being tall doesn't net u any more threat range. Thematically yes your taller but mechanically u are a ive foot cube with five foot reach in every direction. If someone flew 5 feet above the ground then they would not collide with your 6 foot tall half or. And if they flew 10 feet up they are out of your reach. The d20 system works in increments of 5 feet and as usual u round down