Catching a Javelin

Actually it'll be possible once in 20 attempts, since ANY save succeeds on a natural 20.

I'd leave it as the feat.

Just realise that if the javelin ends up sticking out of you because it HIT, you HAVE caught the javelin.;)

Or maybe make it so it costs an Action Point to attempt, if you're using the system. It lets him try it a few times a level but that's it.
 

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If you allow this, be ready when he tries to snatch maces and other stuff and wants a Reflex save against pretty much any melee damage...
I mean, you could make the DC impossible, but that's the same as saying "no."

I'm not sure if you missed the part where I suggested he only even get to make the attempt if he has remaining AoOs still as well. Alternatively, maybe have it cost an Action Point or something similar, that way it's limited use.

Really though, I was just suggesting an alternate idea to something there's already a game mechanic for (Snatch Arrows feat).
 

I'd allow it with a Ready. The target takes the ready and rolls an unarmed attack roll opposed by the thrower's attack. The catcher takes -4 for EACH feat in the snatch arrows feat tree he does not have. Failing the roll means he suffers damage for the javalin.
 

In my last game, a character had a javelin thrown at him. The player playing the target of that toss wanted to be cool and catch the javelin that was thrown at him.

This became a non-event quick when I told the player that he was out of actions for the round. But, I am curious. Would you allow this in your game? Too fantastic for you? If you did allow it, how would you handle it mechanically?

There's a feat, as mentioned upthread.

Other than that- would you allow every npc your pcs ever fight to do this to your pcs? No? Then no, I wouldn't allow this.

That is generally my test (and it runs both ways- I won't let an npc pull a crazy 'power stunt' like that if I won't allow every pc to do it every time it comes up, too).
 

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