Tripping an air walker


Rules Questions


I have done a cursory search and no consensus seems to have been reached.
Air walk is specifically not flying. An air walker is obviously vulnerable to trip. But what happens when he is tripped? Does he fall? Or does he simply lay prone in the air?


Flying creatures fall, walking creatures go prone instead. If an air walker is walking rather than flying, they just gain the prone condition.


Pathfinder Rulebook Subscriber
avr wrote:
Flying creatures fall, walking creatures go prone instead. If an air walker is walking rather than flying, they just gain the prone condition.

They would fall, but a correction is that Flying creatures are immune (unless you have Ace Trip or similar).


avr wrote:
Flying creatures fall, walking creatures go prone instead. If an air walker is walking rather than flying, they just gain the prone condition.

Can you be prone in mid air?

Note: I know flying creatures are immune to trip. This is specifically for the spell air walk.
In the past, judging what I read on the forums, it has been split 50/50 as to whether a prone air walker falls. A prone person is not walking, ergo I can see the point of why someone would rule they fall.
I can also see someone ruling that a clever person could slow, and eventually stop, that fall using acrobatics if the height is large enough.
If you tried to stand up while falling, you would stupidly take falling damage multiple times... because sudden stops are bad and cause you to go prone...
So basically, it comes down to whether air walk covers just your feet or your whole body. Personally, since it says walk, I think it's just feet.


Pathfinder Rulebook Subscriber

This is something to talk to your GM about. Unless you are the GM, then go with your gut. The rules are open for you to do what you want. Though, talking to the GM about it (if you aren't it) is respectful and allows for you both to decide what is fair.


I am the gm in this case. My gut says the enchantment acts on your feet, not your whole body, so you fall when knocked prone, but you can use acrobatics to halve damage, or even prevent it if given an extra round in the air (by jumping side to side to slow and stop the fall).
It's an odd case, and given no guidelines I guess I am free to be as creative as I want.

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