Air Blast

Prerequisite: none

When using your air strike class ability, you can choose to have it bull rush (Core Rulebook, pg. 199), disarm (Core Rulebook, pg. 199), drag (Advanced Player’s Guide, pg. 321), steal (Advanced Player’s Guide, pg. 322) from, or trip (Core Rulebook, pg. 201) your opponent instead of dealing damage. Instead of making the usual ranged touch attack, choose a target within range of your air strike and make an attack against his or her CMD using your Dexterity modifier + your channeler level + 1 for every two air techniques you know as a bonus. This attack doesn’t provoke attacks of opportunity, but otherwise follows the normal rules for a combat maneuver of the chosen type, except as noted here.

When bull rushing, your air strike originates from you and attempts to push your target straight back, away from you. If successful, you push the target 5 feet + an additional 5 feet for every two air techniques you know.

When dragging, your air strike originates from your target and attempts to pull your target straight forward, toward you. If successful, you pull the target 5 feet + an additional 5 feet for every two air techniques you know.

When disarming or stealing, you choose whether your air strike originates from you and attempts to blow your target’s item straight back, away from you, or originates from your target and attempts to blow his or her item straight forward, toward you. If successful, the target drops the item and it falls 5 feet + an additional 5 feet for every two air techniques you know in the direction you chose. If you know the Weapons on the Wind technique, and you are within range of the item as it blows toward you, you can catch it as a swift action.

When tripping, there’s no risk of accidentally tripping yourself on a failure.

Air Blast

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