falling, climbing and combat maneuvers


Homebrew and House Rules


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I put this in rules questions and someone suggested to put it here to see what others here might think.

My group had an interesting encounter happen last week and there wasn't a clear answer to it. The Dwarf Ranger in the party fell into a pit and the group was ambushed. The Dwarf spent ost of the combat trying to get out of the pit. When he finally got to the top there were two bad guys left. One was an elf cleric, elves are one of the dwarves favored enemies. The cleric ran over and attacked the dwarf to knock him back down into the pit. The dwarf then went to grapple the clerics feet and succeeded. The dwarf then wanted to try to push off into the pit with the cleric grappled. We determined that this would have been another maneuver check and would have to wait until the next round to do the extra maneuver. He didn't get that long becasue the cleric decided, since he was the last bad guy standing, that he would jump into the pit and try to take the dwarf who had him grappled with him. I gave the dwarf a reflex check to try to grab the rope he climbed up with and he failed and fell back into the pit. The cleric died the dwarf survived.
Were the right checks made or how could the scenario been treated differently?

In another question about falling. I have a scenario set up where the group is being chased and they have to run across a long bridge that spans a chasm. The bridge will break and will fall with them on it. What would be the right checks to make in that scenario for falling and trying to catch the bridge or stay on the bridge? would it be reflex, acrobatics, climb, or something else?

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