| Maverick898 |
Im a 12th level fighter with a +30 acrobatics, no armor check, and improved bull rush.
We are about to be attacked by sky pirates riding wyverns while we ride on our skyship.
my current plan is to jump from the ship to one of the wyverns, bull rush the rider off it and use my ride and handle animal skills to use the wyvern to aid us (through bribe if required)
Im thinking of waiting till they are within 30 feet to make the jump. I can get a running start. How would you as the dm handle this. (i want to come prepared to the next game)
| JakeCWolf |
If you have anyone in your party who can provide a fly or similar effect to you before you jump, you should consider signalling them to do so before you jump, and maybe wait for a closer distance, 15 - 20 feet.
Otherwise it's a long way down and like Brew said your gonna end up mush when you hit the ground, unless your DM takes pity on you, and lets you fail to get on cleanly and instead grab a tail or leg in your flubbed jump and have to make grapple/climb checks to climb up on it's back.
Also no way the rider won't notice either, so no advantage in surprise then either, seriously consider trying to ensnare the Wyvern or something.
Though to be fair you totally earned your "I'm a fighter so I'm a ballsy risk taker" gold star for today, lol...
| Maverick898 |
If you have anyone in your party who can provide a fly or similar effect to you before you jump, you should consider signalling them to do so before you jump, and maybe wait for a closer distance, 15 - 20 feet.
Otherwise it's a long way down and like Brew said your gonna end up mush when you hit the ground, unless your DM takes pity on you, and lets you fail to get on cleanly and instead grab a tail or leg in your flubbed jump and have to make grapple/climb checks to climb up on it's back.
Also no way the rider won't notice either, so no advantage in surprise then either, seriously consider trying to ensnare the Wyvern or something.
Though to be fair you totally earned your "I'm a fighter so I'm a ballsy risk taker" gold star for today, lol...
well our gm is always willing to work with us on crazy things. its all about the epic story over rules.
but i still want to know how you would handle this as a dm. and no i have no access to fly
| Shiroi |
I'd make it an acrobatics to long jump or high jump as per normal, but with a +5 to the dc per 20'/round the target was moving. So pick a slow, close one. Then the bull rush is going to be impeded by the saddle, which almost undoubtedly has straps to keep the rider in place, so stab the rider to death or cut the straps and then shove them off. Lastly, if the mount in question is intelligent, or even very well trained, it might only fly for it's owner or someone it likes or be trained on very specific signals hard for you to guess. That is a simple defense against tampering used by guard dogs today, they are trained to respond only to their owner or to use unusual commands for attack and release. So I'd be careful to hang on tight for what might end up being a ride on the back of an *upside down* *fast moving* *bucking* wyvern.
Deighton Thrane
|
Now, while something like snapleaf or a companion casting fly or feather fall is probably a good idea, a 12th level fighter should have no problem surviving a fall from any distance, as long as he's still at full health. Damage maxes out at 20d6 for falling damage, which, even if it was maximized, would only be 120 damage. Most 12th level fighters would have more HP than this unless you've not taken toughness, have a con under 14, haven't taken favored class bonuses to HP, and/or don't have a belt of physical might. And that's if it's maximized. Average damage should be 70, which means if you fall, you'll likely crash into a field, startle some peasants, then stand up and start trying to figure out how to get back up to the airship.
| Maverick898 |
im rocking 160hp, and im not worried about a fall because my acrobatics is so high i would negate at least the first d6 of damage.
Im going to talk to my dm in private about it, i just want to know how different people would handle it if the player did this to you. probably provoke AoO. Anymore ideas?
| Nox Aeterna |
Even if you dont die , you are pretty much begging to have an early exit of what seems to be a hard fight without doing well ... anything at all.
First , wyverns arent animals they are dragons, why are you using handle animal on them ? If you had the time , which you dont , then you would need diplomacy. Does your fighter knows draconic to be able to even talk to said wyvern?
Now , since you dont have any time , first i would focus on houseruling something to even allow the wyvern to consider not just tossing you over the ocean.
If you know draconic AND have a huge intimidation score , i could consider allowing said roll , it is a weak creature compared to you after all.
| Nox Aeterna |
I do have good diplomacy, intimdation and speak draconic.
That is a great start then.
If you are playing by rule of the cool and you are sure the GM will support you, then it should be fine mostly.
The acrobatics check can be set mostly by the GM , but one can assume he can make a rider get as close as it need be for your check.
He will need to houserule bullrush to allow you to dismount a guy with a flying kick then a ride check to get over his mount and then , even with the fight started , roll a intimidation check to "control" said wyvern. All in a single turn , but it does fit rules of the cool.