Grappling Hook To hit or DC?

Emirikol

Adventurer
One more question today:

What is the 'check' to throw, hit and hook a grappling hook a battlemented wall, say 20 ft. high?

Is it a rope-use check or is it a to-hit check and what would you estimate the DC would be for that and perhaps each 10' after that? Would to hit bonus, strength or dex matter?

Em
 

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Not sure if there is an official rule on this. I would treat the target as an inanimate object (-5 Dex adjustment) for an AC 5. Then take the range increments (standard thrown objects have a range of 10'), so at 20' that would be -4 to hit. So, basically, an attack at AC 9 with your base ranged attack bonus.

There's probably a better way, but that would be my thinking.
 

SOunds good to me. You might give a synergy bonus if the PC has x number of ranks in a related skill.

Rope Use, Profession (spelunking), CLimb come to mind.
 

Rope Use

In 2e, Rope Use Non-Weapon Proficiency gave a +2 bonus "to-hit" with a lasso... In 3e, I'd give a +2 Synergy Bonus for Rope Use 5+. YMMV.
 

The only other check I could possibly see making would be to see if the grappling hook actually catches something. The first roll would be to 'hit' the top of the wall, or wherever you were aiming. Them maybe another check to see if it snags something well-enough on the way back to actually hold your weight. But I don't know what check to make, and it might be too much rolling for something so basic, so it's probably not worth worrying about.
 

The only other check I could possibly see making would be to see if the grappling hook actually catches something. The first roll would be to 'hit' the top of the wall, or wherever you were aiming. Them maybe another check to see if it snags something well-enough on the way back to actually hold your weight. But I don't know what check to make, and it might be too much rolling for something so basic, so it's probably not worth worrying about.

I'd call it an RTA to hit the wall, and a Climb check (with a Rope Use synergy bonus) to hook something.

In similar fashion, if someone wanted to judge the relative worth of two horses, I'd use a Ride check (with Handle Animal synergy); if someone wanted to accurately estimate the distance across a chasm, I'd use a Jump check. I consider these things to be subsidiary functions of the main skills.

-Hyp.
 


That sounds like an EWP...

I'd say non-proficient users could use the hook to do damage, but proficient users would end up with a mechanic something like a Net or a Whip.

-Hyp.
 

That sounds kinda useless for it's intended purpose. How about no damage (and -4) unless proficient?

Let's say ranged touch attack, no entanglement (as opposed to net, lasso etc), Escape Artist check DC 15 to escape. Does that seem reasonable?
 


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