Pinned While Flying (plus Dirty Tricks)


Rules Questions


My Dirty Fighter recently got the Dirty Trick Master feat, and a bunch of questions have come up. One which will probably get asked a lot is...

#1 - What happens when a flying creature is pinned with a Dirty Trick?
A - It falls to the ground immediately
B - It falls to the ground on its next turn
C - It stays where it is and can keep on flying if it uses a standard action to remove the pinned condition on its next turn
D - You tell me

On a related note, we’re assuming that if a flying creature falls 10 or more feet it takes falling damage and therefore ends up prone. This leads into another question, which is whether creatures which fly with wings need to stand up from being prone before flying. If not would the transition out of the prone position still trigger an AoO, or does starting to fly remove the prone condition with no penalty?

Another question likely to come up is whether a creature falling out of your threatened area triggers an AoO. I’d think that the answer should be yes. If I made that AoO with a natural weapon which has Grab and managed to grapple the falling foe I guess I’d probably also be able to finish my full attack. That would be a weird situation since the enemy would be pinned by the Dirty Trick condition but grappled by the PC. Usually the Pinned condition supersedes the Grappled condition, so I’m not sure what should happen here.

#2 - If you’re grappled by a creature while you’re pinned by a Dirty Trick
A - You can use a standard action to end the pinned condition, and since the pinned condition supersedes the grappled condition you’re free
B - You can make a CMB check to break the grapple, and if it succeeds you break both the grapple and the pin
C - You can use a standard action to end the pinned condition, but you’re still grappled until you make a CMB check to break the grapple
D - You can make a CMB check to break the grapple, but if it succeeds you’re still pinned until you use a standard action to remove the pinned condition
E - Both options C and D are valid
F - You tell me

A more general question is what's supposed happen when one creature which flies with wings grapples another. Do they both fall? Do they fall unless the grappler can carry the victim while flying? Does falling break the grapple?


Even while you can't fly due to mitigating circumstances, you are probably aerodynamic or buoyant enough to fall with style. Terminal velocity is the highest velocity attainable by an object as it falls through air. It occurs once the sum of the drag force and buoyancy equals the downward force of gravity acting on the object. Since the net force on the object is zero, the object has zero acceleration.


Since this is discussing conditions added to flying creatures- what ahppens with entangling? Just a slow down in speed and such?

Also, what happens if you have an ability that entangles, and also can have a further effect of anchoring/gluing/etc. into place? I immediately think of Savage Dirty trick, as well as other abilities such as entangling infusions for kineticists.

I mostly ask since...anchoring a flying creature, while I can understand it in a literal sense... it can just seem wonky at times. Some entangling abilities have specific rules for fliers (tanglefoot bags, and by extention tangle foot bombs for alchemists), but the two abilities mentioned above do not have such language, and just seem to go straight to the anchoring.


I don't have any problems imagining a creature which is anchored with a rope or chain flying around within the limits of that restraint. As far as being entangled goes, you only need to move at half speed to remain flying without a check, and the check to remain flying when you move at less than half speed is only DC 10. I guess you'd take a -2 on that due to the Dex penalty. I don't think that the entangled condition from Dirty Trick generally anchors you though.

If a flying creature falls due to a collision it falls to the ground and takes appropriate falling damage. The DC to remain in the air after a collision is 25. I'd imagine that being entangled would give you a -2 on that check. I'm not sure if being pinned would impose a greater penalty or just make the check impossible. I'm guessing the latter though. I'm not sure if getting subject to a Dirty Trick would really constitute a "collision" though (at least depending on what the trick was)

You have to make a DC 10 Fly check when you take damage to avoid descending 10 feet without drawing an AoO. I think that rule is often forgotten though most creatures which can fly would have trouble failing the check anyhow. Oddly enough, it might often be to your advantage to fall 10 feet since that would get you out of melee range. If you could choose to fail that check it would be almost like a way to withdraw for free when you're hit (assuming you've got sufficient elevation)

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