Stealth and dropping from a height


Rules Questions


What penalty do I get for jumping down from a height? For example 10-20 ft.?


DM's call. I'd say -2 per 10 feet fallen.


I think you might could rule this as a charge! ;)

Charge

Spoiler:

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.

Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.


Stealth:
"You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging."

Acrobatics:
"When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details."

Falling Rules:
"If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill."

Standard human can move up to 15' and stealth, or up to 25' at a -5 penalty. I'd count falling as movement. I'd apply the amount of lethal damage taken from a fall as a penalty as well. This lets you fall up to 20' deliberately with a successful acrobatics check and only take 1d6 non-lethal damage (and I would give only the -5 moved over half-speed stealth penalty).

If they failed the acrobatics check, then they'd be taking 1d6 non-lethal and 1d6 lethal damage, and I would apply the amount of lethal damage taken as a penalty as well. (So if they took 4 lethal damage, that'd be a total of -9 to the stealth check, the other 5 coming from moving 20').


Raw says...

It's impossible to use Stealth while attacking, running, or charging.

So as soon as you start a charge your stealth is blown.


I agree with Tarantula. It's not like if someone were to sneak on my roof then jump off quietly would make me instantly hear them. I guess it depends on who's doing the check, where you land in relation to any listeners/spotters and how soft the ground is where you land.


BigNorseWolf wrote:

Raw says...

It's impossible to use Stealth while attacking, running, or charging.

So as soon as you start a charge your stealth is blown.

I'm not charging. I'm jumping down.


ImperatorK wrote:
I'm not charging. I'm jumping down.

Our resident kender suggested treating it like a charge. I was trying to show the results of that.


I would say a -2 per 10 feet you dropped. If landing area was soft I might say -1 per 10 feet.


BigNorseWolf wrote:
ImperatorK wrote:
I'm not charging. I'm jumping down.
Our resident kender suggested treating it like a charge. I was trying to show the results of that.

Charging is for attacking. I'm not attacking anyone. I'm just jumping down.

Sovereign Court

If you move more than half your speed during the fall you take a -5 to your check. That assumes you make your Acrobatics check to drop down without ending up prone in the first place.

--Vrockslide


Agree with KoV. If you make your acrobatics check to not end up prone then you can attempt your stealth roll. So long as you haven't moved more than half your movement then no penalty, otherwise it's at -5.

Of course, if no one is there to make an opposed perception check then the point is moot. *grin*

Grand Lodge

I Fully agree with King of Vrock.

That said, I'd rather climb down the accursed wall. If the player succeeds in the Climb checks, I'd be happy to say the PC jumped down with no stealth penalty.

Didn't succeed in the Climb check? Whoops, you didn't land where you expected to. That's a -5 to stealth if falling less than your speed, and now roll Acrobatics to see if you take damage and end up prone.


I'd say if you take no damage from the fall, you make no sound. If you take only 1d6 nonlethal, you take some small (like -2) penalty. For every d6 damage after that, penalty goes up by 2. Penalty should be based on how many d6 damage you took from the fall, as that would mean falling "harder" and thus louder." If you're able to jump down and tuck and roll and whatever else to make a graceful landing, it should be creating minimal noise. It should not just be based on the distance fallen.


Considering how much noise the average person can make just by falling down or dropping a small object, I’d put it at -1 per foot with circumstance bonuses or penalties depending on what they’re landing on. While the DC is a bit harsh, it’s also pretty difficult to jump from significant heights without making lots of noise.


Lessee, 32.2 feet/second^2....


StreamOfTheSky wrote:
I'd say if you take no damage from the fall, you make no sound. If you take only 1d6 nonlethal, you take some small (like -2) penalty. For every d6 damage after that, penalty goes up by 2. Penalty should be based on how many d6 damage you took from the fall, as that would mean falling "harder" and thus louder." If you're able to jump down and tuck and roll and whatever else to make a graceful landing, it should be creating minimal noise. It should not just be based on the distance fallen.

I like this way the best. I can imagine if you make your Acrobatics check, you are doing something like a Parkour roll or you are purposely landing on a hay basket or something similar.

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