AoO to trip someone getting up from prone?

Sejs said:
That's what it was. Right, and if you don't have a high enough maneuverability (i.e. Good or Perfect) or the Hover feat, stalling means you don't meet your minimum foreward speed requirements, and thus you start falling.
Tripping causes a winged creature to stall (even if they can hover), and stalling means they start falling.

From the Rules of the Game (for those that desire the information):
"Tripping Flyers: A creature flying with wings can be tripped. If the attempt succeeds, the creature stalls and falls 150 feet. See Rules of the Game: All About Movement for details (and a few unofficial additional rules about tripping flying creatures).

Creatures that fly without wings (and any creature with perfect maneuverability) can't be tripped while flying. If the creature is still in the air after stalling, it must succeed on a DC 20 Reflex save to recover and resume flying. Otherwise it falls another 300 feet. If it hits the ground, it lands prone and takes falling damage."
 

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I feel the best solution for this debate is a magic item. Because money can solve anything :)


Magic Item Compendium: Boots of Agile Leaping - Constant +Dexbonus to Jump checks instead of Strength. If you have at least 5 ranks in Balance, constant stand up from prone as swift action, and standing from prone doesn't provoke attack of opportunity. 600 gp.
 

Doodle said:
Actually, the reason to use the FAQ is because it is RAW.

So you posted just to tell me that while you agree with the way I run it, I'm running it that way for the wrong reason.

Even better, you then give me an arguement that I've already seen a dozen times, and even indirectly referenced in the very post you quoted, and has been posted by other people in this very thread.

Sweet. That totally makes everything clear now. How could I have been so wrong. :D
 
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KarinsDad said:
Having a great Strength (or Dex) does little against the Trip Monkey who also has a great Strength and also has a +4 to trip due to Improved Trip. With the same Str, he will successful trip a (non-Dwarven) Fighter 66.5% (70% * typically 95% chance of successful touch attack) of the time (the Trip Monkey wins ties typically because of having a higher bonus). The bow is not going to do much good for the Fighter once he gets into Melee combat and unless he is psychic, he probably doesn't know which NPC enemies are Trip Monkeys and which are not.

There is not much a Fighter can really do about this.

Dude, fighting from prone is only a -4 penalty. Why in the hell would a decent fighter even bother standing up at all, when he can stay on the ground and make full attacks?

EDIT: Also, Ender, you know if you try this, I'm just going to grapple your trip monkey to pieces. I keep telling you, man, Touch Attacks!
 

pallandrome said:
Dude, fighting from prone is only a -4 penalty. Why in the hell would a decent fighter even bother standing up at all, when he can stay on the ground and make full attacks?
It's also a -4 penalty to AC vs. melee attacks. That's a serious set of penalties there.

And if he's up against a spiked-chain tripmonkey, or anyone with a reach weapon, his opponent can simply stand out of his reach while he full-attacks empty space.
 

Dude, fighting from prone is only a -4 penalty. Why in the hell would a decent fighter even bother standing up at all, when he can stay on the ground and make full attacks?
Because the guy tripping him was using a guisarme, perhaps? Also, even if the prone fighter still threatens his target, the standing fighter effectively has +4 to hit and +4 AC, which is more than enough to sway any fight that wasn't extremely lopsided to begin with.

Edit: Beaten on both points. :( Oh well. :)
 


Mistwell said:
I feel the best solution for this debate is a magic item. Because money can solve anything :)


Magic Item Compendium: Boots of Agile Leaping - Constant +Dexbonus to Jump checks instead of Strength. If you have at least 5 ranks in Balance, constant stand up from prone as swift action, and standing from prone doesn't provoke attack of opportunity. 600 gp.

I thought I read something like that recently, thanks for the pointer. There are some other handy items too... Cloak of the Montebank, and a couple other teleporting sort of boots in the MIC that were not unreasonably expensive and let you teleport 10 feet 3 times / day... I just can't remember the name of them.
 

blargney the second said:
Being prone gives you +4 AC vs ranged weapons. Reach weapons are resolved as ranged weapons when you're not adjacent to your target.
-blarg
That does not appear to be correct. The rules say:
"When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks."
 

Being prone gives you +4 AC vs ranged weapons. Reach weapons are resolved as ranged weapons when you're not adjacent to your target.
Do you have a rules quote to support that? I believe reach weapons use the ranged weapon rules for determining cover, but not anything else.

Edit: Wow, late again. I guess I'm just a day late and a dollar short. I hope my rent wasn't due yesterday. :uhoh:
 

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