Can you reposition a creature vertically and make it fall?


Rules Questions


So suppose a large creature successfully repositions an enemy, and can now move it 10 feet.

Could it reposition it 10 feet straight up, forcing it to fall 10 feet, take 1d6 damage, and go prone?


I'd say this is going to be your GM's call.


No.


whew wrote:

No.

Is that a RAW no, a RAI no, or just a strong recommendation that "no" is the answer that leads to a better game?


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RAW:

"You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire."

10 feet up in the air is every bit as dangerous as a 10 foot deep pit.


David knott 242 wrote:
RAW: "You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire." 10 feet up in the air is every bit as dangerous as a 10 foot deep pit.

That was in Pathfinder.

Starfinder got rid of that, and now you can reposition targets into pits or walls of fire all day long.


BastionofthePants wrote:
So suppose a large creature successfully repositions an enemy, and can now move it 10 feet. Could it reposition it 10 feet straight up, forcing it to fall 10 feet, take 1d6 damage, and go prone?

Reposition

You change the target’s position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle.

If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you.

-------

I believe the key word here is "move", as in "move your speed".

Reposition and Bull Rush "move" the target horizontally; Trip "moves" the target down; so "moving" a character up would probably require its own combat maneuver.

And, shockingly, we still don't have mechanics for lifting and tossing a target (other than perhaps some monster special attack).

If your character has a fly speed, I'd allow you to move him with you, UP, as a full action - and if you hit a KAC+13, actually get him up 10 ft, enough to activate falling rules.

But it would be much more efficient to just attack, if you want to cause more damage than 1d6, or do a trip maneuver using a weapon with the Trip special property, if you want him prone.

Wayfinders

So could a Solarian use Black Hole to drag someone over a pit or hole in the floor?


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Corsair17 wrote:
So could a Solarian use Black Hole to drag someone over a pit or hole in the floor?

Sure. But it'd be very difficult to time it and pull it off:

"When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer... Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter"

You might accidentally pull a target over a hole safely to the other side, since you can't control their movement.

Maybe if you stay right at the edge of the pit, then the target bumps into you and falls down.

Time to start digging trenches!

--
"Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you."

Nothing against pits or walls of fire here.

--
"Creatures moved by this ability do not provoke attacks of opportunity from this movement."

That almost (but not really) makes up for this caveat - without this bit, Black Hole would be an interesting strategy to murder surrounded enemies.

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