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Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Death from Above" attack bonuses?
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<blockquote data-quote="LokiDR" data-source="post: 1034661" data-attributes="member: 6239"><p>Play much Battletech?  Just wondering <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p>A few implementations that fit in the rules (more or less):</p><p></p><p>Falling damage: you jump on them and take falling damage.  They take a similar amount of damage.  You both have to make reflex save or fall.  You should get a circumstance bonus for doing this intentionally.  You may also be able to make a jump and/or tumble check to take less damage while still inflicting full damage on the target.</p><p></p><p>Charging strike: You make a normal attack, +1 for higher ground, +2 for "charging" (hey, you must be going pretty fast), -2 AC for the round.  Make normal jump/tumble/reflex rolls to determine falling damage and if you are prone after your jump.  This would work as a bull-rush as well.</p><p></p><p>Dive: A flying creature that chooses to can dive down and deal double damage.  Once you jump, you are essentially a semi-guided flying object.  There should be some sort of minimum fall distance, like 10 or 20' to make it work.</p><p></p><p>If you are doing a Battletech "death from above" the falling damage probably works best.  If you are trying to be a dragoon from final fantasy, you should go for the dive.  If you doing the movie "jump off the balcony into the guy below you" I think the charge option works best.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 1034661, member: 6239"] Play much Battletech? Just wondering :) A few implementations that fit in the rules (more or less): Falling damage: you jump on them and take falling damage. They take a similar amount of damage. You both have to make reflex save or fall. You should get a circumstance bonus for doing this intentionally. You may also be able to make a jump and/or tumble check to take less damage while still inflicting full damage on the target. Charging strike: You make a normal attack, +1 for higher ground, +2 for "charging" (hey, you must be going pretty fast), -2 AC for the round. Make normal jump/tumble/reflex rolls to determine falling damage and if you are prone after your jump. This would work as a bull-rush as well. Dive: A flying creature that chooses to can dive down and deal double damage. Once you jump, you are essentially a semi-guided flying object. There should be some sort of minimum fall distance, like 10 or 20' to make it work. If you are doing a Battletech "death from above" the falling damage probably works best. If you are trying to be a dragoon from final fantasy, you should go for the dive. If you doing the movie "jump off the balcony into the guy below you" I think the charge option works best. [/QUOTE]
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Community
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*Pathfinder & Starfinder
"Death from Above" attack bonuses?
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