Rope Swinger skill trick (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Veggiesama

03-12-07, 03:48 PM
I liked the idea of the Whip Climber skill trick from Complete Scoundrel, but my swashbuckler character actually uses a grappling hook and rope in his off-hand, so I wanted something to fit the flavor of that.

I found rules for actually swinging on ropes in d20 (even an untrained character can do it!) here: http://www.wizards.com/default.asp?x=d20modern/fb/20031217a

Rope Swing

Heroes and villains in the movies are always grabbing onto hanging ropes or vines and swinging from one place to another. This maneuver is known as the rope swing.

All that's necessary to manage this trick is a successful Climb check (DC 10 if using two hands to hold onto the rope or DC 15 if using one). Thus, even an untrained character can attempt a rope swing.

When an attacker swings on a rope or other flexible object, she moves in a straight line. The midpoint of the swing is the spot where the rope is affixed, and the endpoint is double the distance from the start of the swing to the midpoint. The character's path passes under the midpoint and then rises again to a height level with her starting point, assuming that the motion doesn't bring her into contact with the ground or some large object. The character can continue swinging back and forth as long as she keeps making Climb checks, but the distance swung in each direction drops by 5 feet each round until the rope simply stops.

A swinging character who fails a Climb check by 5 or more loses her grip on the rope at some point during the swing. If she is near an object, or if the rope is long enough to catch at some lower point, she can attempt a DC 15 Reflex save to catch the object or rope and negate the fall.

A failure by less than 5 results in the character landing prone at her destination. She can choose to release the rope at any point in the swing and fall the appropriate distance, taking damage normally. The distance covered with a swing counts toward the distance the character can move during a round, just as the distance of a jump does.

If a character attacks an opponent while swinging on a rope, her movement stops at that point. On the following round, she may opt to continue the swing, making another Climb check to determine her success at holding the rope. If she has the Shot on the Run or Spring Attack feat, she can swing, attack, and then continue with her swing, assuming that she has enough movement left to do so. She provokes attacks of opportunity normally when swinging on a rope, but she can use the Tumble skill to avoid such attacks.

A character is treated as climbing while swinging on a rope (any opponent gains a +2 bonus on attack rolls against her, she does not get her Dexterity bonus to Defense, and she must succeed on a Climb check when damaged or lose her grip on the rope).

Rope Swinger [Manipulation]

You can throw a grappling hook more quickly and take an ally along for the ride.
Prerequisite: Use Rope 8 ranks.
Benefit: You can throw a grappling hook as a move action, rather than a standard action. By taking a -10 penalty on the Use Rope check, you can alternatively throw the grappling hook as a swift action. See the "Rope Swing" rules for details on how this works.
Optionally, as a free action you can also take one adjacent and willing Medium or smaller ally along for the ride by quickly showing them how to hold onto the rope and brace against you. In this case, you must use only one hand to hold onto the rope (Climb check DC 15). For one round, your ally shares your Climb check result and your movement speed. If you fail the check and fall, your ally also falls. On the following rounds, your ally may release the rope as a free action or begin making separate Climb checks to hold onto the rope. If both of you continue to swing on the rope together in the following rounds, both of you suffer a -4 penalty on Climb checks to maintain your grip.
Veggiesama

03-12-07, 10:53 PM
shameless bump (only 7 views, and 3 were from me)... =(