blahpers |
Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Prone
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.
Flying creatures are right out.
I would say yes to air walk, but they'd just fall onto the "ground"--it would knock them prone, but it wouldn't make them fall from the air or anything.
Christopk-K |
Would the falling also apply to
wings of air "In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor."
Or
Fly Spell"Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field."
Or only to winged flight?
To me wings of air would still support your flight even though you'd be prone.
Fly should let you down gently.
Christopk-K |
Well "Ace Trip" seems to through this completely out of balance:
"Benefit: You don’t take the –2 penalty for making trip attempts with a ranged weapon using Ranged Trip, and you can attempt special ranged trip combat maneuver checks against flying creatures. If the combat maneuver succeeds, the target falls at a rate of up to 100 feet per round (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 feet per round) until it hits the ground. Upon impact, it falls prone and takes falling damage (half the normal damage if it fell 100 feet per round; otherwise, normal damage for the distance fallen). A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally."
Ascalaphus |
It's still a full-round shot (Ranged Trip) and the falling damage is rarely going to be quite that much since it's half the falling damage for the actual distance fallen, so at the very most 5d6 for a high-flying enemy. For a BAB 6+ archer, that really isn't all that much.
It's a good enough feat to strive for, but not quite that shocking.