how would you resolve this?

ShadowMaster

First Post
We were in a combat and that was my polar bear's turn. There was a Quasit flying above a 10' wide, 30' deep hole. The Polar Bear decided to jump on the Quasit and grap it on the other side of the hole.

How would you resolve that round? I need detail of dice roll needed and detail on how to do that. Thank.
 

log in or register to remove this ad

Sounds like the bear wants to grapple the quasit. Getting over the pit would require a jump check.

So the bear moves to quasit and tries to grapple. He also makes a jump check to see how much distance he can clear. If the jump check is far enough to reach the quasit, then move the bear into the quasit's space and do the grapple attempt. The bear has to end his round after attacking, but involuntary movement still applies so finish out his jump; either across, or into, the pit.

While grappling, the bear cannot make any voluntary moves unless it takes a -20 on it's grapple checks.

If the bear did not have enough movment to finish his jump this round, then he would finish it next round; though the quasit could possibly escape by then.
 

First example we will say the polar is running or charging. The polar bear would need to make a jump check and get a total of atleast 15. Since you are jumping across a 10' pit and with a running jump the minimum distance traveled is 5 +1 foot for every 1 point over 10 on the check. Then make a grapple check. If that succeeds then I would need a bull rush, since you want to move the "defender" back across the pit. This is just a simple apposed str check with a +2 for charging since it was a running jump and a +4 for every size category above medium the attacker is and a -4 for every size category below medium that the defender is.

Second exaple would be the same just that the polar bear is doing a standing jump (not running). First ya gotta make the jump check. DC for the Jump check would be 24. If you get less then a 14 note that you don't even reach the opponent. A 14-23 will get you to the opponent but not quite to the other side. The minimum distance traveled with a standing jump is 3'. You get an extra foot for every 2 points that your check exceeds 10. Now make a grapple check and then you would need to make a bull rush, same as above just no +2 for charging since you weren't using a running jump.
note that while making a running jump you must travel atleast 20' before the jump.
This is just how I would do it since it seems you want to push the quasit to the other side of the pit and stop it from hovering over the pit.
 

Did you teach your bear to jump over pits? This might be something he wouldn't do unless you trained him. Bears aren't exactly known for jumping. I assume you are a druid?
 

jontherev said:
Did you teach your bear to jump over pits? This might be something he wouldn't do unless you trained him. Bears aren't exactly known for jumping. I assume you are a druid?

Yes I am a Druid-BearLord. I can talk to bear with voice and though. so, I just had to tell him to jump and he can do it.

thank you for all your answers, They are well appreciated.
 

I would go with the grapple rules on this one over the bull rush ones. Basically allow, the movement of the jump to carry the quasit with it, like a rider riding a horse.

The rider moves as long as he holds on to the horse.
Except in this situation, the horse is holding the rider
:D
 

Remove ads

Top