| Cinderfist |
Scenario: Pc tosses a rope and grapple up and over a 15' castle wall and climbs said rope.
He uses his turn to climb the rope and gets to the top of the rope and peeks over the crenelated wall. Where a monster is waiting.
The monster uses his move action to move to the pc and then wants to try and knock the pc off the rope.
Is this possible? Is their and action that would cover this? Bull Rush?
What rules would resolve this?
| Eben TheQuiet |
Yah, I'd think any of the "forced movement" combat maneuvers would be appropriate. I'd also think it'd be appropriate to give the player some kind of reactive attempt to grab ahold of the crenellations or rope before completely falling (some kind of reflex save or reactive Climb check, perhaps?)
EDIT: Just realized what sub-forum I'm in. Someone else likely has better, more rules-based answers than mine.
| icehawk333 |
Yah, I'd think any of the "forced movement" combat maneuvers would be appropriate. I'd also think it'd be appropriate to give the player some kind of reactive attempt to grab ahold of the crenellations or rope before completely falling (some kind of reflex save or reactive Climb check, perhaps?)
EDIT: Just realized what sub-forum I'm in. Someone else likely has better, more rules-based answers than mine.
Answers like these can be very valuable, depending on your play-style.
Not everyone runs within the rules all the time, and if your group is friendly and can pull it off, that's great- it'll result in awesome things happening, usually.But, since this is in the rules form, you're Probably right.
| Cinderfist |
Hey Eben, Thanks :) that's actually pretty much what we did at the time.
We resolved it as a CMB against CMD attack and then let the pc make a climb check to save himself. We set the DC of the climb check at the CMB the monster scored. But we made that up as we went.
We were wondering if there was a set rule to resolve this we were unaware of.
| Claxon |
I can't find the rule, but I am recalling that if you take damage while climbing you have to make a climb check to keep climbing or fall, and you take the damage as a penalty to the check, I think.
Jiggy brings up a good point though, if you can reach it just sunder the rope above the climber. Or a good strength check to burst the ropel, with the burst most likely occuring at a bend in the rope, like where it goes over the edge to hang down.
| icehawk333 |
If you do get knocked off-
Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).
Jiggy
RPG Superstar 2012 Top 32
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Claxon wrote:I can't find the rule, but I am recalling that if you take damage while climbing you have to make a climb check to keep climbing or fall, and you take the damage as a penalty to the check, I think.Can't find this either, dispute remembering it myself.
You're probably misremembering this:
Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
The amount of damage is irrelevant, but taking damage does force a check.
| icehawk333 |
icehawk333 wrote:Claxon wrote:I can't find the rule, but I am recalling that if you take damage while climbing you have to make a climb check to keep climbing or fall, and you take the damage as a penalty to the check, I think.Can't find this either, dispute remembering it myself.You're probably misremembering this:
Climb wrote:Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.The amount of damage is irrelevant, but taking damage does force a check.
Yep, that would be it. Thanks.