| Post/Author/DateTime | Post |
|---|---|
| AviseLaFin04-19-07, 08:28 PM | Prepare to board! Grab a rope and swing accross. (What do I roll?) The Jungle Poachers are getting away! Lets chase them like Tarzan. (What skill do I use?) A devious trap with hanging chains! I have to reach the door. (How do I cross the room?) These similar actions are a bit of climb, a tad of jump, and a piece of use rope. Some feats can help like brachination but what does average go do to move this way? |
| Centauri04-19-07, 08:42 PM | These similar actions are a bit of climb, a tad of jump, and a piece of use rope. Some feats can help like brachination but what does average go do to move this way? I'd call for just a Strength check, maybe with synergy bonuses from 5 or more ranks in Jump and/or Climb. |
| BluEnigma04-19-07, 08:54 PM | Maybe Use Rope, too. |
| j3st3r04-19-07, 09:14 PM | I found this from the d20 Modern section's article called Cinematic Maneuvers (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). |
| AviseLaFin04-21-07, 01:50 AM | Thank You. That was exactly what I was looking for. Now its time to apply that to one of my player's clawshot magic item. |