Rokes said:
Could he continue tumbling while being smacked? i.e. Tumbles 5 ft. Gets whacked, then can he continue his tumbling? Seems like it'd apply a heft circumstance modifier. Of course this part of the debate might be pointless since the Ogre has Awesome Blow. BATTER UP!
He might deserve a circumstance bonus if he tumble in the direction awesome blow sent him.
SPEAKING of which, there are some who feel someone "knocked flying" by awesome blow draw AoOs, treating that as "movement". Others say that it is not "movement" and does not draw AoOs.
Stalker0 said:
I think the RAW is pretty clear on this. If you get moved in a way to provoke AOOs, you provoke an AOO. It doesn't matter if your falling, get bullrushed, magical pushed, or are flying on a rocket, you take an AOO.
I'd love a quote for Hurling/ Falling/Pulled = game term of Movement. Bull rush calls itself out as casuing AoOs to be drawn & bull rushing is forcing one's movement onto another. I've even seen arguments a
freedom of movement spell would still lets a web catch you mid plummet
because of the distinction between falling and movement. [sblock=Move]
The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Accelerated Climbing
You can climb one-half your speed as a move action by accepting a -5 penalty on your Climb check.
Crawling
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. [/sblock]
[sblock=Moving]
Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action. [/sblock][sblock=Movement]
Tactical Movement
Use tactical movement for combat. Characters generally don’t walk during combat—they hustle or run. A character who moves his or her speed and takes some action is hustling for about half the round and doing something else the other half.
Hampered Movement
Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling)
In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)
You can’t run or charge through any square that would hamper your movement[/sblock]
And if all forms of a character being bounced around drew AoO's, I'd think Awesome blow would have had reminder text for the creature to take its AoO when it sends the victim flying with awsome blow.
[sblock=Awesome Blow] [General, Fighter]
Prerequisites
Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit
As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. [/sblock]