ShadowDax
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The rules for colliding are a DC 25 fly check or fall, no way of stopping this with the exception of feather fall. But how do you collide?
The idea is to collide knowing it is going to happen. Skill focus fly to help crack out the skill. Snapleaf for the win, it uses the feather fall ability as an immediate action I believe. Correct me if I'm wrong.
The feats needed for the animal companion are power attack, improved and greater overrun, and skill focus fly. Escape Route would make the fifth feet for a tenth or eleventh level character.
For bull rush the feats needed are power attack, improved and greater bull rush along with quickened bull rush. The last feat is skill focus fly.
The animal companion is a Griffon. If I can use overrun feat tree it would be advantageous but I'm afraid too controversial.
The bull rush feat tree strategy seems less controversial and seemingly plausible.
What do you all think?
I've noticed most creature's do not have a cracked out fly skill that fly like dragons.
ShadowDax
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I believe a collision involves the base of the creature attacking not it's reach. When you charge you stop with the first space of reach between you & the creature you're attacking.
I would think colliding would involve the base of the charging creature & the base of the defending creature making contact. Maybe even pushing the other aside or just entering its space, the creature attacking that is.
deuxhero, I like your point, maybe that is the difference between bull rushing and colliding.
| Hugo Rune |
I think this is one of the more interesting questions I have seen in a long time. If aerial combat is going to be a significant part of your game then perhaps the given rules need some houserule expansion.
The first question, is there a difference between deliberately ramming someone and colliding? Associated with this is the question is a bull-rush or overrun a collision at all?
The other question is can a creature falling make successive checks if they are falling far enough to recover?
My interpretation of a collision is a creature flies into an obstacle that it is trying to avoid or is unaware of and the disruption is so great that it cannot continue to fly. The second part requires the obstacle to be as large as the flying creature.
Assuming both creatures are the same size I would say a successful bull-rush or overrun is only a collision for the defender. The attacker's movement is not impeded and they have attacked. If the bull-rush or overrun is unsuccessful then it is a collision for both parties.
A creature falls 500 feet per round. I would argue that in the subsequent round the creature is falling, but not longer directly as a result of the collision, making it a DC10 check to regain control as if preventing damage from a fall. However, at the moment control is regained control the direction of travel is straight down so the checks to turn more than 45 degrees need to be taken into account if the creature wishes to level out in the same round. Some factor to shave the speed could also be invented.