Deca4531
2016-06-20, 12:12 PM
So in my most recent game our level 3 monk decided he wanted to wrestle a shark. Back tracking a bit. We are playing Rise of the Runelords, and they just reached the thistlewood. SPOILERS in the middle of this map is a big hole that goes 70ft down to a 10 foot deep pool where a Bunyip (basically a shark) lives. They dropped a light source down, and their survival check told them it was more than 50 down, and they also saw the shadow of the something under the water.
So the party moves on but the monk hangs back debating. Just as the party hits the next encounter he decides to jump. He at least left his rope at the top so someone could get him out. He also dropped an anchor right before he jumped, I'm not sure why. So anyway, he hits the water, took some non lethal damage, then hit the pool floor and took real damage. I also added 1d6 for landing on the anchor.
So at this point the shark attacks. The monk used a feather token and summons a tree, which tips over and floats there. I told him that he would have to make acrobatics checks each round to stand on it, and it would start to spin and get slippery as he did. It maxed at a DC 20. (I'll admit I didn't know it spawned with branches and leaves that would have slowed the spin a bit, but he didn't think of it either or I would have lowered the DC.)
So he decided against fighting on the log and decided to grapple the shark, which I allowed, but then he tried to pin it and that's where I got confused. The rules for underwater fighting are pretty lacking. Can you pin a shark under water? I let him try anyway and he botched his roll, then the shark bit him and he almost bled to death.
On a side note, the full plate fighter realized he was gone, added his rope to the monks so it would reach the bottom, and jumped in to help him. He hit the water, took enough damage to knock himself out, then sank like a rock. I had the shark try to sunder his armor to give the monk time, who rolled a nat 20 on a stableize check so I stopped the bleed damage and let him wake up.
The rescue effort got even more crazy lol.
ANYWAY, I'm rambling, can you pin a shark underwater?
So the party moves on but the monk hangs back debating. Just as the party hits the next encounter he decides to jump. He at least left his rope at the top so someone could get him out. He also dropped an anchor right before he jumped, I'm not sure why. So anyway, he hits the water, took some non lethal damage, then hit the pool floor and took real damage. I also added 1d6 for landing on the anchor.
So at this point the shark attacks. The monk used a feather token and summons a tree, which tips over and floats there. I told him that he would have to make acrobatics checks each round to stand on it, and it would start to spin and get slippery as he did. It maxed at a DC 20. (I'll admit I didn't know it spawned with branches and leaves that would have slowed the spin a bit, but he didn't think of it either or I would have lowered the DC.)
So he decided against fighting on the log and decided to grapple the shark, which I allowed, but then he tried to pin it and that's where I got confused. The rules for underwater fighting are pretty lacking. Can you pin a shark under water? I let him try anyway and he botched his roll, then the shark bit him and he almost bled to death.
On a side note, the full plate fighter realized he was gone, added his rope to the monks so it would reach the bottom, and jumped in to help him. He hit the water, took enough damage to knock himself out, then sank like a rock. I had the shark try to sunder his armor to give the monk time, who rolled a nat 20 on a stableize check so I stopped the bleed damage and let him wake up.
The rescue effort got even more crazy lol.
ANYWAY, I'm rambling, can you pin a shark underwater?