Post by streamofthesky on Aug 24, 2008 1:54:02 GMT -5
AERIAL COMBAT
Falling attack vs. foes on the ground: If you attack an opponent while you are falling (as a charge attack), your foe takes the same amount of falling damage as you take upon hitting the ground. You may still make a tumble check to reduce falling damage to yourself (but not to your foe), but you take a -10 penalty to this check. You may only make one Falling Attack in a round, even if you would get more than one attack as part of a charge.
Falling attack vs. aerial foes: If you attack an aerial opponent while you are falling (as a charge attack), your foe takes an additional 1d6 damage for each 10 feet you fell before the attack hit. Any effect that would reduce your falling damage (such as Feather Fall), reduces this damage by the same amount. You take a -5 penalty to the tumble check to reduce your own falling damage. You may only make one Falling Attack in a round, even if you would get more than one attack as part of a charge.
Combat maneuvers vs aerial foes:
If an Airborne creature would be knocked prone, the one responsible chooses which direction becomes his "forward." Airborne creatures with perfect maneuverability cannot be prone. If a creature with clumsy maneuverability would be knocked prone, it falls.
If an Airborne creature is grappled by a non-airborne creature and does not have the strength to keep both aloft, both creatures immediately fall. An opposed grapple check takes place. The winner takes 1d6 less damage and the loser takes 1d6 more damage. Both are prone. Alternatively, the winner of the grapple check can choose to break free from the grapple (instead of suffering less and dealing more falling damage). Otherwise, falling in this way does not break the grapple.
If an Airborne creature is bull rushed downwards, distance is doubled. If the bull rush ends with a collision with the ground, falling damage is taken as normal. Delivering a bull rush while falling grants a +1 bonus to the strength check for each 10 feet fallen before impact.
If a creature is bull rushed upwards, distance is halved. If, via a maneuver or feat, the attacker doesn't move with it, the creature is considered airborne, at the apex of the movement, until the start of its next turn, when it falls.
Falling attack vs. foes on the ground: If you attack an opponent while you are falling (as a charge attack), your foe takes the same amount of falling damage as you take upon hitting the ground. You may still make a tumble check to reduce falling damage to yourself (but not to your foe), but you take a -10 penalty to this check. You may only make one Falling Attack in a round, even if you would get more than one attack as part of a charge.
Falling attack vs. aerial foes: If you attack an aerial opponent while you are falling (as a charge attack), your foe takes an additional 1d6 damage for each 10 feet you fell before the attack hit. Any effect that would reduce your falling damage (such as Feather Fall), reduces this damage by the same amount. You take a -5 penalty to the tumble check to reduce your own falling damage. You may only make one Falling Attack in a round, even if you would get more than one attack as part of a charge.
Combat maneuvers vs aerial foes:
If an Airborne creature would be knocked prone, the one responsible chooses which direction becomes his "forward." Airborne creatures with perfect maneuverability cannot be prone. If a creature with clumsy maneuverability would be knocked prone, it falls.
If an Airborne creature is grappled by a non-airborne creature and does not have the strength to keep both aloft, both creatures immediately fall. An opposed grapple check takes place. The winner takes 1d6 less damage and the loser takes 1d6 more damage. Both are prone. Alternatively, the winner of the grapple check can choose to break free from the grapple (instead of suffering less and dealing more falling damage). Otherwise, falling in this way does not break the grapple.
If an Airborne creature is bull rushed downwards, distance is doubled. If the bull rush ends with a collision with the ground, falling damage is taken as normal. Delivering a bull rush while falling grants a +1 bonus to the strength check for each 10 feet fallen before impact.
If a creature is bull rushed upwards, distance is halved. If, via a maneuver or feat, the attacker doesn't move with it, the creature is considered airborne, at the apex of the movement, until the start of its next turn, when it falls.