Drop Attacks?


Rules Questions


Just wondering if there's some RAW advantage to dropping on top of someone to attack them, (for example, dropping out of a tree with a spear aimed at their head)? Would it be a specialized charge? A bull rush? Something else?

Liberty's Edge

I believe high ground grants +1 to hit, but that's all AFAIK.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
HawaiianWarrior wrote:
Just wondering if there's some RAW advantage to dropping on top of someone to attack them, (for example, dropping out of a tree with a spear aimed at their head)? Would it be a specialized charge? A bull rush? Something else?

I have seen it done as a Charge, which would also mean you could do the Combat Maneuvers that work with Charge.

Also I have seen players get +1 from being on Higher ground.

I had one player try to convince me that falling was a free action and he should get a full attack after falling 30 feet with a Charge while getting +1 on higher ground, that was not going to happen.


Pathfinder Maps Subscriber

IIRC, there's a feat "Death from Above" that might work for you.

EDIT: Found it in the online SRD, it's from Ultimate Combat

UC Feat Death from Above:
Death from Above (Combat)
You allow gravity to add extra force to your charges.

Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.


Hah! You should have said "sure, but you can't focus on trying to land well, so you take full falling damage."


Quote:
Hah! You should have said "sure, but you can't focus on trying to land well, so you take full falling damage."

+1

however, the target should take that damage as well, similar to body bludgeon (probably with a reflex 15 for half) (whereas the jumper doesn't get that reflex save)

not sure if this should also require an attack roll vs the square (AC 5) to see if they managed to aim themselves correctly, but I wouldn't consider it unfair (as aiming the jump and making the attack are 2 separate actions)


See the SRD entry for Damage from Falling Objects. A medium character treating his/er self as said object will deal and take 3d6 damage, adjusted at the GM's discretion for how light/ heavy the character is and adjusted by how far they fell. In order to purposefully hit another creature, they'll also need to make a ranged touch attack.

I would recommend wearing heavy armor, maxing your CON score, and RPing being fat in order to increase the chance that the GM will increase your damage.


@Lurk3r: Hmm, that's interesting. But how to account for the downward-directed spear added to that falling object damage? Just add it on?

Dark Archive

HawaiianWarrior wrote:
@Lurk3r: Hmm, that's interesting. But how to account for the downward-directed spear added to that falling object damage? Just add it on?

just makes it bludgeoning and piercing. you dont get to add wapon damage or str normally (death form above lets you attack)


There was a 3.5 feat in the Dungeonscape book which let you transfer falling damage into extra attack dice basicly for every d6 you took you added a d6 to your damage if you hit. The attack was also a charge.


HawaiianWarrior wrote:
Hah! You should have said "sure, but you can't focus on trying to land well, so you take full falling damage."

If you take any damage from falling, you fall prone.

If the PC is leaping into combat from higher ground and falls at least 10 feet into his target, treat it as a charge, because that's effectively what it is; if you feel compelled, you might add an additional 1d6 damage to account for the additional weight being used in the attack. If the PC is fighting from higher ground and not jumping down, then the +1 for high ground applies. If the PCs feet are not ON the ground, there's no high ground bonus.

Vertical charging could be awesome if there was an archetype built around it. Ultimate Combat's fighter (dragoon) archetype was a disappointment in that respect; you couldn't do anything remotely iconic until the mid-teens, and it required a mount. (It's like they tried to combine the historical dragoon with the video game version. Yuck.)


Foghammer you do realize you don't have to actually be on the ground to get the high ground bonus a creature who is flying above you can get the bonus as easily as a guy standing on a table.


Death from above doesn't really 'allow' you to attack, it presumes you can and grants better bonuses to hit. Effectively +2, because you would be getting +3 anyway.

Now, dropping in on an unknowing target would be charge and sneak attack. And the extra +2d6, when charging from Rhino Hide armor. That's cool.


Expert Leaper in the build would avoid some falling damage.

Sovereign Court

Falling when it's not your turn is not an action at all it just happens pretty instantaneously. If you want to jump out of a tree to attack someone you're going to have to make an Acrobatics check at the very least which is usually done during a move action, but could be done as part of a charge as well (if you qualify for the charge). If you make the Acrobatics check to reduce the damage enough that you negate it or only take non-lethal damage you can remain on your feet, otherwise you end up prone in the square you land in.

In any event you will only get a single attack out of the stunt as either a standard action or as part of the charge action.

--Schoolhouse Vrock

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