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The rules keep stealing my thunder!
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<blockquote data-quote="JustinA" data-source="post: 3477332" data-attributes="member: 51618"><p>Ooh, I like these challenges.</p><p></p><p>1. A Jump check to jump up onto the banister.</p><p>2. A Balance check for moving up the banister.</p><p>3. You could make an argument for a Tumble check to move through the squares the mooks are in, but I'd either rule that the use of the banister creates a situation where the check isn't necessary or grant a very large circumstance bonus for using it. (I have rules for making a "skill bonus check" where the use of one skill gives a bonus to another -- this would be a perfect time to use them.)</p><p></p><p>You need to pause here. On your next turn:</p><p></p><p>4. Another Jump check to make the leap (can't be more than 5 feet).</p><p>5. Initiate the grapple. I have rules for pulling people into your own square to initiate the grapple, so I'd use those. Another grapple check to grab the spell components. Another grapple check to escape the grapple.</p><p>6. Feather Fall as a swift action.</p><p></p><p>End of turn. (If you don't have a BAB high enough to do all those grapple checks as a full-round action, then you can't do it fast enough to avoid hitting the ground.) Next turn:</p><p></p><p>7. Pull out bow as a move action.</p><p>8. Ready action to hit the wizard if he casts some spells.</p></blockquote><p></p>
[QUOTE="JustinA, post: 3477332, member: 51618"] Ooh, I like these challenges. 1. A Jump check to jump up onto the banister. 2. A Balance check for moving up the banister. 3. You could make an argument for a Tumble check to move through the squares the mooks are in, but I'd either rule that the use of the banister creates a situation where the check isn't necessary or grant a very large circumstance bonus for using it. (I have rules for making a "skill bonus check" where the use of one skill gives a bonus to another -- this would be a perfect time to use them.) You need to pause here. On your next turn: 4. Another Jump check to make the leap (can't be more than 5 feet). 5. Initiate the grapple. I have rules for pulling people into your own square to initiate the grapple, so I'd use those. Another grapple check to grab the spell components. Another grapple check to escape the grapple. 6. Feather Fall as a swift action. End of turn. (If you don't have a BAB high enough to do all those grapple checks as a full-round action, then you can't do it fast enough to avoid hitting the ground.) Next turn: 7. Pull out bow as a move action. 8. Ready action to hit the wizard if he casts some spells. [/QUOTE]
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The rules keep stealing my thunder!
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